2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#ifdef USESHADOWMAP2D\n"
591 "# ifdef GL_EXT_gpu_shader4\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "# ifdef GL_ARB_texture_gather\n"
595 "# extension GL_ARB_texture_gather : enable\n"
597 "# ifdef GL_AMD_texture_texture4\n"
598 "# extension GL_AMD_texture_texture4 : enable\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
627 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
639 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
644 "#ifdef FRAGMENT_SHADER\n"
647 " gl_FragColor = gl_Color;\n"
650 "#else // !MODE_SHOWDEPTH\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
659 "#ifdef VERTEX_SHADER\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
673 "uniform sampler2D Texture_Second;\n"
674 "uniform vec4 BloomColorSubtract;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 " // FIXME temporary hack to detect the case that the reflection\n"
939 " // gets blackened at edges due to leaving the area that contains actual\n"
941 " // Remove this 'ack once we have a better way to stop this thing from\n"
943 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
957 "#else // !MODE_WATER\n"
962 "// common definitions between vertex shader and fragment shader:\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1008 "uniform vec4 FogPlane;\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1018 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1027 "uniform sampler2D Texture_Glow;\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1076 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 " fogfrac = fogheightpixel.a;\n"
1082 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1087 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1089 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 " // 14 sample relief mapping: linear search and then binary search\n"
1100 " // this basically steps forward a small amount repeatedly until it finds\n"
1101 " // itself inside solid, then jitters forward and back using decreasing\n"
1102 " // amounts to find the impact\n"
1103 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 " vec3 RT = vec3(TexCoord, 1);\n"
1107 " OffsetVector *= 0.1;\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1121 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1124 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 " // this basically moves forward the full distance, and then backs up based\n"
1126 " // on height of samples\n"
1127 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 " TexCoord += OffsetVector;\n"
1131 " OffsetVector *= 0.333;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 " return TexCoord;\n"
1138 "#endif // USEOFFSETMAPPING\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#if defined(USESHADOWMAP2D)\n"
1160 "uniform vec2 ShadowMap_TextureScale;\n"
1161 "uniform vec4 ShadowMap_Parameters;\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1168 "# ifdef USESHADOWMAPVSDCT\n"
1169 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1173 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " float ma = adir.z;\n"
1181 " vec4 proj = vec4(dir, 2.5);\n"
1182 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1183 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1184 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1185 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1189 "#endif // defined(USESHADOWMAP2D)\n"
1191 "# ifdef USESHADOWMAP2D\n"
1192 "float ShadowMapCompare(vec3 dir)\n"
1194 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1197 "# ifdef USESHADOWSAMPLER\n"
1198 "# ifdef USESHADOWMAPPCF\n"
1199 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1200 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1201 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1203 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1206 "# ifdef USESHADOWMAPPCF\n"
1207 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1208 "# ifdef GL_ARB_texture_gather\n"
1209 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1211 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1213 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1216 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1217 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1218 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1219 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1220 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1221 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1222 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1223 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1224 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1225 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1226 " locols.yz += group2.ab;\n"
1227 " hicols.yz += group8.rg;\n"
1228 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1229 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1230 " mix(locols, hicols, offset.y);\n"
1231 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1232 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1233 " f = dot(cols, vec4(1.0/25.0));\n"
1235 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1236 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1237 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1238 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1239 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1240 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1241 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1244 "# ifdef GL_EXT_gpu_shader4\n"
1245 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1247 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1251 " center *= ShadowMap_TextureScale;\n"
1252 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1253 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1254 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1255 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1256 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1257 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1259 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1260 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1261 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1262 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1263 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1264 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1268 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1271 "# ifdef USESHADOWMAPORTHO\n"
1272 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1279 "#endif // FRAGMENT_SHADER\n"
1284 "#ifdef MODE_DEFERREDGEOMETRY\n"
1285 "#ifdef VERTEX_SHADER\n"
1286 "uniform mat4 TexMatrix;\n"
1287 "#ifdef USEVERTEXTEXTUREBLEND\n"
1288 "uniform mat4 BackgroundTexMatrix;\n"
1290 "uniform mat4 ModelViewMatrix;\n"
1293 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1294 "#ifdef USEVERTEXTEXTUREBLEND\n"
1295 " gl_FrontColor = gl_Color;\n"
1296 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1299 " // transform unnormalized eye direction into tangent space\n"
1300 "#ifdef USEOFFSETMAPPING\n"
1301 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1302 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1303 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1304 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1307 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1308 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1309 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1310 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1312 "#endif // VERTEX_SHADER\n"
1314 "#ifdef FRAGMENT_SHADER\n"
1317 "#ifdef USEOFFSETMAPPING\n"
1318 " // apply offsetmapping\n"
1319 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1320 "#define TexCoord TexCoordOffset\n"
1323 "#ifdef USEALPHAKILL\n"
1324 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1330 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1331 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1332 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1337 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1339 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1340 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1343 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1345 "#endif // FRAGMENT_SHADER\n"
1346 "#else // !MODE_DEFERREDGEOMETRY\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "#ifdef VERTEX_SHADER\n"
1353 "uniform mat4 ModelViewMatrix;\n"
1356 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1357 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1359 "#endif // VERTEX_SHADER\n"
1361 "#ifdef FRAGMENT_SHADER\n"
1362 "uniform mat4 ViewToLight;\n"
1363 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1364 "uniform vec2 ScreenToDepth;\n"
1365 "uniform myhalf3 DeferredColor_Ambient;\n"
1366 "uniform myhalf3 DeferredColor_Diffuse;\n"
1367 "#ifdef USESPECULAR\n"
1368 "uniform myhalf3 DeferredColor_Specular;\n"
1369 "uniform myhalf SpecularPower;\n"
1371 "uniform myhalf2 PixelToScreenTexCoord;\n"
1374 " // calculate viewspace pixel position\n"
1375 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1377 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1378 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1379 " // decode viewspace pixel normal\n"
1380 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1381 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1382 " // surfacenormal = pixel normal in viewspace\n"
1383 " // LightVector = pixel to light in viewspace\n"
1384 " // CubeVector = position in lightspace\n"
1385 " // eyevector = pixel to view in viewspace\n"
1386 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1387 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " // calculate diffuse shading\n"
1390 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1391 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1393 "#ifdef USESPECULAR\n"
1394 " // calculate directional shading\n"
1395 " vec3 eyevector = position * -1.0;\n"
1396 "# ifdef USEEXACTSPECULARMATH\n"
1397 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1399 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1400 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1404 "#if defined(USESHADOWMAP2D)\n"
1405 " fade *= ShadowMapCompare(CubeVector);\n"
1408 "#ifdef USEDIFFUSE\n"
1409 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1411 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1413 "#ifdef USESPECULAR\n"
1414 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1416 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1419 "# ifdef USECUBEFILTER\n"
1420 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1421 " gl_FragData[0].rgb *= cubecolor;\n"
1422 " gl_FragData[1].rgb *= cubecolor;\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 TexMatrix;\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "uniform mat4 BackgroundTexMatrix;\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "uniform mat4 ModelToLight;\n"
1439 "#ifdef USESHADOWMAPORTHO\n"
1440 "uniform mat4 ShadowMapMatrix;\n"
1444 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1445 " gl_FrontColor = gl_Color;\n"
1447 " // copy the surface texcoord\n"
1448 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1452 "#ifdef USELIGHTMAP\n"
1453 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1456 "#ifdef MODE_LIGHTSOURCE\n"
1457 " // transform vertex position into light attenuation/cubemap space\n"
1458 " // (-1 to +1 across the light box)\n"
1459 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1461 "# ifdef USEDIFFUSE\n"
1462 " // transform unnormalized light direction into tangent space\n"
1463 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1464 " // normalize it per pixel)\n"
1465 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1466 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1467 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1468 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1472 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1473 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1474 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1475 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1478 " // transform unnormalized eye direction into tangent space\n"
1479 "#ifdef USEEYEVECTOR\n"
1480 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1481 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1482 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1483 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1487 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1488 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1491 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1492 " VectorS = gl_MultiTexCoord1.xyz;\n"
1493 " VectorT = gl_MultiTexCoord2.xyz;\n"
1494 " VectorR = gl_MultiTexCoord3.xyz;\n"
1497 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1498 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1500 "#ifdef USESHADOWMAPORTHO\n"
1501 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1504 "#ifdef USEREFLECTION\n"
1505 " ModelViewProjectionPosition = gl_Position;\n"
1508 "#endif // VERTEX_SHADER\n"
1513 "#ifdef FRAGMENT_SHADER\n"
1514 "#ifdef USEDEFERREDLIGHTMAP\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1516 "uniform myhalf3 DeferredMod_Diffuse;\n"
1517 "uniform myhalf3 DeferredMod_Specular;\n"
1519 "uniform myhalf3 Color_Ambient;\n"
1520 "uniform myhalf3 Color_Diffuse;\n"
1521 "uniform myhalf3 Color_Specular;\n"
1522 "uniform myhalf SpecularPower;\n"
1524 "uniform myhalf3 Color_Glow;\n"
1526 "uniform myhalf Alpha;\n"
1527 "#ifdef USEREFLECTION\n"
1528 "uniform vec4 DistortScaleRefractReflect;\n"
1529 "uniform vec4 ScreenScaleRefractReflect;\n"
1530 "uniform vec4 ScreenCenterRefractReflect;\n"
1531 "uniform myhalf4 ReflectColor;\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "uniform mat4 ModelToReflectCube;\n"
1535 "uniform sampler2D Texture_ReflectMask;\n"
1536 "uniform samplerCube Texture_ReflectCube;\n"
1538 "#ifdef MODE_LIGHTDIRECTION\n"
1539 "uniform myhalf3 LightColor;\n"
1541 "#ifdef MODE_LIGHTSOURCE\n"
1542 "uniform myhalf3 LightColor;\n"
1546 "#ifdef USEOFFSETMAPPING\n"
1547 " // apply offsetmapping\n"
1548 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1549 "#define TexCoord TexCoordOffset\n"
1552 " // combine the diffuse textures (base, pants, shirt)\n"
1553 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1554 "#ifdef USEALPHAKILL\n"
1555 " if (color.a < 0.5)\n"
1558 " color.a *= Alpha;\n"
1559 "#ifdef USECOLORMAPPING\n"
1560 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1562 "#ifdef USEVERTEXTEXTUREBLEND\n"
1563 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1564 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1565 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1566 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1568 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1571 " // get the surface normal\n"
1572 "#ifdef USEVERTEXTEXTUREBLEND\n"
1573 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1575 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1578 " // get the material colors\n"
1579 " myhalf3 diffusetex = color.rgb;\n"
1580 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1581 "# ifdef USEVERTEXTEXTUREBLEND\n"
1582 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1584 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1588 "#ifdef USEREFLECTCUBE\n"
1589 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1590 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1591 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1592 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1598 "#ifdef MODE_LIGHTSOURCE\n"
1599 " // light source\n"
1600 "#ifdef USEDIFFUSE\n"
1601 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1602 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1603 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1604 "#ifdef USESPECULAR\n"
1605 "#ifdef USEEXACTSPECULARMATH\n"
1606 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1608 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1609 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1611 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1614 " color.rgb = diffusetex * Color_Ambient;\n"
1616 " color.rgb *= LightColor;\n"
1617 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1618 "#if defined(USESHADOWMAP2D)\n"
1619 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1621 "# ifdef USECUBEFILTER\n"
1622 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1624 "#endif // MODE_LIGHTSOURCE\n"
1629 "#ifdef MODE_LIGHTDIRECTION\n"
1631 "#ifdef USEDIFFUSE\n"
1632 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1634 "#define lightcolor LightColor\n"
1635 "#endif // MODE_LIGHTDIRECTION\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1638 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1639 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 " // convert modelspace light vector to tangentspace\n"
1642 " myhalf3 lightnormal;\n"
1643 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1644 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1645 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1646 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1647 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1648 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1649 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1650 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1651 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1652 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1653 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1654 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1655 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1656 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1657 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1659 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1660 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1661 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1667 "#ifdef MODE_LIGHTMAP\n"
1668 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1669 "#endif // MODE_LIGHTMAP\n"
1670 "#ifdef MODE_VERTEXCOLOR\n"
1671 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1672 "#endif // MODE_VERTEXCOLOR\n"
1673 "#ifdef MODE_FLATCOLOR\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1675 "#endif // MODE_FLATCOLOR\n"
1681 "# ifdef USEDIFFUSE\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "# ifdef USESPECULAR\n"
1684 "# ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1692 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1699 "#ifdef USESHADOWMAPORTHO\n"
1700 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1703 "#ifdef USEDEFERREDLIGHTMAP\n"
1704 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1705 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1706 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1710 "#ifdef USEVERTEXTEXTUREBLEND\n"
1711 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1713 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1718 " color.rgb = FogVertex(color.rgb);\n"
1721 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1722 "#ifdef USEREFLECTION\n"
1723 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1724 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1725 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1726 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1727 " // FIXME temporary hack to detect the case that the reflection\n"
1728 " // gets blackened at edges due to leaving the area that contains actual\n"
1730 " // Remove this 'ack once we have a better way to stop this thing from\n"
1732 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1733 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1734 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1735 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1736 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1737 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1740 " gl_FragColor = vec4(color);\n"
1742 "#endif // FRAGMENT_SHADER\n"
1744 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1745 "#endif // !MODE_DEFERREDGEOMETRY\n"
1746 "#endif // !MODE_WATER\n"
1747 "#endif // !MODE_REFRACTION\n"
1748 "#endif // !MODE_BLOOMBLUR\n"
1749 "#endif // !MODE_GENERIC\n"
1750 "#endif // !MODE_POSTPROCESS\n"
1751 "#endif // !MODE_SHOWDEPTH\n"
1752 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1768 =========================================================================================================================================================
1772 =========================================================================================================================================================
1776 =========================================================================================================================================================
1780 =========================================================================================================================================================
1783 const char *builtincgshaderstring =
1784 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1785 "// written by Forest 'LordHavoc' Hale\n"
1786 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1788 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1789 "#if defined(USEREFLECTION)\n"
1790 "#undef USESHADOWMAPORTHO\n"
1793 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1796 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1797 "#define USELIGHTMAP\n"
1799 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1800 "#define USEEYEVECTOR\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1805 "//#undef USESHADOWMAPPCF\n"
1806 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1807 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1809 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1813 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1814 "#ifdef VERTEX_SHADER\n"
1817 "float4 gl_Vertex : POSITION,\n"
1818 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1819 "out float4 gl_Position : POSITION,\n"
1820 "out float Depth : TEXCOORD0\n"
1823 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1824 " Depth = gl_Position.z;\n"
1828 "#ifdef FRAGMENT_SHADER\n"
1831 "float Depth : TEXCOORD0,\n"
1832 "out float4 gl_FragColor : COLOR\n"
1835 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1836 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1837 " temp.yz -= floor(temp.yz);\n"
1838 " gl_FragColor = temp;\n"
1839 "// gl_FragColor = float4(Depth,0,0,0);\n"
1842 "#else // !MODE_DEPTH_ORSHADOW\n"
1847 "#ifdef MODE_SHOWDEPTH\n"
1848 "#ifdef VERTEX_SHADER\n"
1851 "float4 gl_Vertex : POSITION,\n"
1852 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1853 "out float4 gl_Position : POSITION,\n"
1854 "out float4 gl_FrontColor : COLOR0\n"
1857 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1858 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1862 "#ifdef FRAGMENT_SHADER\n"
1865 "float4 gl_FrontColor : COLOR0,\n"
1866 "out float4 gl_FragColor : COLOR\n"
1869 " gl_FragColor = gl_FrontColor;\n"
1872 "#else // !MODE_SHOWDEPTH\n"
1877 "#ifdef MODE_POSTPROCESS\n"
1879 "#ifdef VERTEX_SHADER\n"
1882 "float4 gl_Vertex : POSITION,\n"
1883 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1884 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1885 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1886 "out float4 gl_Position : POSITION,\n"
1887 "out float2 TexCoord1 : TEXCOORD0,\n"
1888 "out float2 TexCoord2 : TEXCOORD1\n"
1891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1892 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1894 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1902 "float2 TexCoord1 : TEXCOORD0,\n"
1903 "float2 TexCoord2 : TEXCOORD1,\n"
1904 "uniform sampler Texture_First : register(s0),\n"
1906 "uniform sampler Texture_Second : register(s1),\n"
1908 "#ifdef USEGAMMARAMPS\n"
1909 "uniform sampler Texture_GammaRamps : register(s2),\n"
1911 "#ifdef USESATURATION\n"
1912 "uniform float Saturation : register(c30),\n"
1914 "#ifdef USEVIEWTINT\n"
1915 "uniform float4 ViewTintColor : register(c41),\n"
1917 "uniform float4 UserVec1 : register(c37),\n"
1918 "uniform float4 UserVec2 : register(c38),\n"
1919 "uniform float4 UserVec3 : register(c39),\n"
1920 "uniform float4 UserVec4 : register(c40),\n"
1921 "uniform float ClientTime : register(c2),\n"
1922 "uniform float2 PixelSize : register(c25),\n"
1923 "uniform float4 BloomColorSubtract : register(c43),\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1929 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1931 "#ifdef USEVIEWTINT\n"
1932 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1935 "#ifdef USEPOSTPROCESSING\n"
1936 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1937 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1938 " float sobel = 1.0;\n"
1939 " // float2 ts = textureSize(Texture_First, 0);\n"
1940 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1941 " float2 px = PixelSize;\n"
1942 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1943 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1944 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1945 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1946 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1947 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1948 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1949 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1950 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1951 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1952 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1953 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1954 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1955 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1956 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1957 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1958 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1959 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1960 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1961 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1962 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1963 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1964 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1965 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1966 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1967 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1968 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1969 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1970 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1971 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1972 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1973 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1976 "#ifdef USESATURATION\n"
1977 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1978 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1979 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1980 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1983 "#ifdef USEGAMMARAMPS\n"
1984 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1985 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1986 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1990 "#else // !MODE_POSTPROCESS\n"
1995 "#ifdef MODE_GENERIC\n"
1996 "#ifdef VERTEX_SHADER\n"
1999 "float4 gl_Vertex : POSITION,\n"
2000 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2001 "float4 gl_Color : COLOR0,\n"
2002 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2003 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2004 "out float4 gl_Position : POSITION,\n"
2005 "#ifdef USEDIFFUSE\n"
2006 "out float2 TexCoord1 : TEXCOORD0,\n"
2008 "#ifdef USESPECULAR\n"
2009 "out float2 TexCoord2 : TEXCOORD1,\n"
2011 "out float4 gl_FrontColor : COLOR\n"
2015 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2017 " gl_FrontColor = gl_Color; // Cg is forward\n"
2019 "#ifdef USEDIFFUSE\n"
2020 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2022 "#ifdef USESPECULAR\n"
2023 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2025 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2033 "float4 gl_FrontColor : COLOR0,\n"
2034 "float2 TexCoord1 : TEXCOORD0,\n"
2035 "float2 TexCoord2 : TEXCOORD1,\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "uniform sampler Texture_First : register(s0),\n"
2039 "#ifdef USESPECULAR\n"
2040 "uniform sampler Texture_Second : register(s1),\n"
2042 "out float4 gl_FragColor : COLOR\n"
2045 " gl_FragColor = gl_FrontColor;\n"
2046 "#ifdef USEDIFFUSE\n"
2047 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2050 "#ifdef USESPECULAR\n"
2051 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2052 "# ifdef USECOLORMAPPING\n"
2053 " gl_FragColor *= tex2;\n"
2056 " gl_FragColor += tex2;\n"
2058 "# ifdef USEVERTEXTEXTUREBLEND\n"
2059 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2064 "#else // !MODE_GENERIC\n"
2069 "#ifdef MODE_BLOOMBLUR\n"
2070 "#ifdef VERTEX_SHADER\n"
2073 "float4 gl_Vertex : POSITION,\n"
2074 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2075 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2076 "out float4 gl_Position : POSITION,\n"
2077 "out float2 TexCoord : TEXCOORD0\n"
2080 " TexCoord = gl_MultiTexCoord0.xy;\n"
2081 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2085 "#ifdef FRAGMENT_SHADER\n"
2089 "float2 TexCoord : TEXCOORD0,\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2091 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2092 "out float4 gl_FragColor : COLOR\n"
2096 " float2 tc = TexCoord;\n"
2097 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2098 " tc += BloomBlur_Parameters.xy;\n"
2099 " for (i = 1;i < SAMPLES;i++)\n"
2101 " color += tex2D(Texture_First, tc).rgb;\n"
2102 " tc += BloomBlur_Parameters.xy;\n"
2104 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2107 "#else // !MODE_BLOOMBLUR\n"
2108 "#ifdef MODE_REFRACTION\n"
2109 "#ifdef VERTEX_SHADER\n"
2112 "float4 gl_Vertex : POSITION,\n"
2113 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2114 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2115 "uniform float4x4 TexMatrix : register(c0),\n"
2116 "uniform float3 EyePosition : register(c24),\n"
2117 "out float4 gl_Position : POSITION,\n"
2118 "out float2 TexCoord : TEXCOORD0,\n"
2119 "out float3 EyeVector : TEXCOORD1,\n"
2120 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2123 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2124 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2125 " ModelViewProjectionPosition = gl_Position;\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2132 "float2 TexCoord : TEXCOORD0,\n"
2133 "float3 EyeVector : TEXCOORD1,\n"
2134 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2135 "uniform sampler Texture_Normal : register(s0),\n"
2136 "uniform sampler Texture_Refraction : register(s3),\n"
2137 "uniform sampler Texture_Reflection : register(s7),\n"
2138 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2139 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2140 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2141 "uniform float4 RefractColor : register(c29),\n"
2142 "out float4 gl_FragColor : COLOR\n"
2145 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2146 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2147 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2148 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2149 " // FIXME temporary hack to detect the case that the reflection\n"
2150 " // gets blackened at edges due to leaving the area that contains actual\n"
2152 " // Remove this 'ack once we have a better way to stop this thing from\n"
2154 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2155 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2156 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2157 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2158 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2159 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2162 "#else // !MODE_REFRACTION\n"
2167 "#ifdef MODE_WATER\n"
2168 "#ifdef VERTEX_SHADER\n"
2172 "float4 gl_Vertex : POSITION,\n"
2173 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2174 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2175 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2176 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2177 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2178 "uniform float4x4 TexMatrix : register(c0),\n"
2179 "uniform float3 EyePosition : register(c24),\n"
2180 "out float4 gl_Position : POSITION,\n"
2181 "out float2 TexCoord : TEXCOORD0,\n"
2182 "out float3 EyeVector : TEXCOORD1,\n"
2183 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2186 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2187 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2188 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2189 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2190 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2191 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2192 " ModelViewProjectionPosition = gl_Position;\n"
2196 "#ifdef FRAGMENT_SHADER\n"
2199 "float2 TexCoord : TEXCOORD0,\n"
2200 "float3 EyeVector : TEXCOORD1,\n"
2201 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2202 "uniform sampler Texture_Normal : register(s0),\n"
2203 "uniform sampler Texture_Refraction : register(s3),\n"
2204 "uniform sampler Texture_Reflection : register(s7),\n"
2205 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2206 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2207 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2208 "uniform float4 RefractColor : register(c29),\n"
2209 "uniform float4 ReflectColor : register(c26),\n"
2210 "uniform float ReflectFactor : register(c27),\n"
2211 "uniform float ReflectOffset : register(c28),\n"
2212 "out float4 gl_FragColor : COLOR\n"
2215 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2216 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2217 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2218 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2219 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2220 " // FIXME temporary hack to detect the case that the reflection\n"
2221 " // gets blackened at edges due to leaving the area that contains actual\n"
2223 " // Remove this 'ack once we have a better way to stop this thing from\n"
2225 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2226 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2227 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2228 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2229 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2230 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2231 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2232 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2233 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2234 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2235 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2236 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2239 "#else // !MODE_WATER\n"
2244 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2246 "// fragment shader specific:\n"
2247 "#ifdef FRAGMENT_SHADER\n"
2250 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2253 "#ifdef USEFOGHEIGHTTEXTURE\n"
2254 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2255 " fogfrac = fogheightpixel.a;\n"
2256 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2258 "# ifdef USEFOGOUTSIDE\n"
2259 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2261 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2263 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2268 "#ifdef USEOFFSETMAPPING\n"
2269 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2271 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2272 " // 14 sample relief mapping: linear search and then binary search\n"
2273 " // this basically steps forward a small amount repeatedly until it finds\n"
2274 " // itself inside solid, then jitters forward and back using decreasing\n"
2275 " // amounts to find the impact\n"
2276 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2277 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2278 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2279 " float3 RT = float3(TexCoord, 1);\n"
2280 " OffsetVector *= 0.1;\n"
2281 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2282 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2283 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2284 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2285 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2286 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2287 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2288 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2289 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2290 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2291 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2292 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2293 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2294 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2297 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2298 " // this basically moves forward the full distance, and then backs up based\n"
2299 " // on height of samples\n"
2300 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2301 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2302 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2303 " TexCoord += OffsetVector;\n"
2304 " OffsetVector *= 0.333;\n"
2305 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2306 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2307 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2308 " return TexCoord;\n"
2311 "#endif // USEOFFSETMAPPING\n"
2313 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2314 "#if defined(USESHADOWMAP2D)\n"
2315 "# ifdef USESHADOWMAPORTHO\n"
2316 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2318 "# ifdef USESHADOWMAPVSDCT\n"
2319 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2321 " float3 adir = abs(dir);\n"
2322 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2323 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2324 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2327 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2329 " float3 adir = abs(dir);\n"
2330 " float ma = adir.z;\n"
2331 " float4 proj = float4(dir, 2.5);\n"
2332 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2333 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2335 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2338 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2343 "#endif // defined(USESHADOWMAP2D)\n"
2345 "# ifdef USESHADOWMAP2D\n"
2346 "#ifdef USESHADOWMAPVSDCT\n"
2347 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2349 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2352 "#ifdef USESHADOWMAPVSDCT\n"
2353 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2355 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2359 "# ifdef USESHADOWSAMPLER\n"
2360 "# ifdef USESHADOWMAPPCF\n"
2361 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2362 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2363 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2365 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2368 "# ifdef USESHADOWMAPPCF\n"
2369 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2370 "# ifdef GL_ARB_texture_gather\n"
2371 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2373 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2375 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2376 "# if USESHADOWMAPPCF > 1\n"
2377 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2378 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2379 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2380 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2381 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2382 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2383 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2384 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2385 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2386 " float4 locols = float4(group1.ab, group3.ab);\n"
2387 " float4 hicols = float4(group7.rg, group9.rg);\n"
2388 " locols.yz += group2.ab;\n"
2389 " hicols.yz += group8.rg;\n"
2390 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2391 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2392 " lerp(locols, hicols, offset.y);\n"
2393 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2394 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2395 " f = dot(cols, float4(1.0/25.0));\n"
2397 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2398 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2399 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2400 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2401 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2402 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2403 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2406 "# ifdef GL_EXT_gpu_shader4\n"
2407 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2409 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2411 "# if USESHADOWMAPPCF > 1\n"
2412 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2413 " center *= ShadowMap_TextureScale;\n"
2414 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2415 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2416 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2417 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2418 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2419 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2422 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2423 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2424 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2425 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2426 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2430 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2433 "# ifdef USESHADOWMAPORTHO\n"
2434 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2440 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2441 "#endif // FRAGMENT_SHADER\n"
2446 "#ifdef MODE_DEFERREDGEOMETRY\n"
2447 "#ifdef VERTEX_SHADER\n"
2450 "float4 gl_Vertex : POSITION,\n"
2451 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2452 "#ifdef USEVERTEXTEXTUREBLEND\n"
2453 "float4 gl_Color : COLOR0,\n"
2455 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2456 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2457 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2458 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2459 "uniform float4x4 TexMatrix : register(c0),\n"
2460 "#ifdef USEVERTEXTEXTUREBLEND\n"
2461 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2463 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2464 "#ifdef USEOFFSETMAPPING\n"
2465 "uniform float3 EyePosition : register(c24),\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "#ifdef USEVERTEXTEXTUREBLEND\n"
2469 "out float4 gl_FrontColor : COLOR,\n"
2471 "out float4 TexCoordBoth : TEXCOORD0,\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 "out float3 EyeVector : TEXCOORD2,\n"
2475 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2476 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2477 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2480 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2481 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2485 " gl_FrontColor = gl_Color; // Cg is forward\n"
2487 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2490 " // transform unnormalized eye direction into tangent space\n"
2491 "#ifdef USEOFFSETMAPPING\n"
2492 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2493 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2494 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2495 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2498 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2499 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2500 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2501 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2502 " VectorR.w = gl_Position.z;\n"
2504 "#endif // VERTEX_SHADER\n"
2506 "#ifdef FRAGMENT_SHADER\n"
2509 "float4 TexCoordBoth : TEXCOORD0,\n"
2510 "float3 EyeVector : TEXCOORD2,\n"
2511 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2512 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2513 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2514 "uniform sampler Texture_Normal : register(s0),\n"
2515 "#ifdef USEALPHAKILL\n"
2516 "uniform sampler Texture_Color : register(s1),\n"
2518 "uniform sampler Texture_Gloss : register(s2),\n"
2519 "#ifdef USEVERTEXTEXTUREBLEND\n"
2520 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2521 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2523 "#ifdef USEOFFSETMAPPING\n"
2524 "uniform float OffsetMapping_Scale : register(c24),\n"
2526 "uniform half SpecularPower : register(c36),\n"
2528 "out float4 gl_FragData0 : COLOR0,\n"
2529 "out float4 gl_FragData1 : COLOR1\n"
2531 "out float4 gl_FragColor : COLOR\n"
2535 " float2 TexCoord = TexCoordBoth.xy;\n"
2536 "#ifdef USEOFFSETMAPPING\n"
2537 " // apply offsetmapping\n"
2538 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2539 "#define TexCoord TexCoordOffset\n"
2542 "#ifdef USEALPHAKILL\n"
2543 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2547 "#ifdef USEVERTEXTEXTUREBLEND\n"
2548 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2549 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2550 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2551 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2554 "#ifdef USEVERTEXTEXTUREBLEND\n"
2555 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2556 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2558 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2559 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2563 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2564 " float Depth = VectorR.w / 256.0;\n"
2565 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2566 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2567 " depthcolor.yz -= floor(depthcolor.yz);\n"
2568 " gl_FragData1 = depthcolor;\n"
2570 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2573 "#endif // FRAGMENT_SHADER\n"
2574 "#else // !MODE_DEFERREDGEOMETRY\n"
2579 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2580 "#ifdef VERTEX_SHADER\n"
2583 "float4 gl_Vertex : POSITION,\n"
2584 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2585 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2586 "out float4 gl_Position : POSITION,\n"
2587 "out float4 ModelViewPosition : TEXCOORD0\n"
2590 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2591 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2593 "#endif // VERTEX_SHADER\n"
2595 "#ifdef FRAGMENT_SHADER\n"
2599 "float2 Pixel : VPOS,\n"
2601 "float2 Pixel : WPOS,\n"
2603 "float4 ModelViewPosition : TEXCOORD0,\n"
2604 "uniform float4x4 ViewToLight : register(c44),\n"
2605 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2606 "uniform float3 LightPosition : register(c23),\n"
2607 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2608 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2609 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2610 "#ifdef USESPECULAR\n"
2611 "uniform half3 DeferredColor_Specular : register(c11),\n"
2612 "uniform half SpecularPower : register(c36),\n"
2614 "uniform sampler Texture_Attenuation : register(s9),\n"
2615 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2616 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2618 "#ifdef USECUBEFILTER\n"
2619 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2622 "#ifdef USESHADOWMAP2D\n"
2623 "# ifdef USESHADOWSAMPLER\n"
2624 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2626 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2630 "#ifdef USESHADOWMAPVSDCT\n"
2631 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2634 "#if defined(USESHADOWMAP2D)\n"
2635 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2636 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2639 "out float4 gl_FragData0 : COLOR0,\n"
2640 "out float4 gl_FragData1 : COLOR1\n"
2643 " // calculate viewspace pixel position\n"
2644 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2645 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2646 " float3 position;\n"
2648 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2650 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2652 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2653 " // decode viewspace pixel normal\n"
2654 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2655 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2656 " // surfacenormal = pixel normal in viewspace\n"
2657 " // LightVector = pixel to light in viewspace\n"
2658 " // CubeVector = position in lightspace\n"
2659 " // eyevector = pixel to view in viewspace\n"
2660 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2661 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2662 "#ifdef USEDIFFUSE\n"
2663 " // calculate diffuse shading\n"
2664 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2665 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2667 "#ifdef USESPECULAR\n"
2668 " // calculate directional shading\n"
2669 " float3 eyevector = position * -1.0;\n"
2670 "# ifdef USEEXACTSPECULARMATH\n"
2671 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2673 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2674 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2680 "#ifdef USESHADOWMAPVSDCT\n"
2681 ", Texture_CubeProjection\n"
2686 "#ifdef USEDIFFUSE\n"
2687 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2689 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2691 "#ifdef USESPECULAR\n"
2692 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2694 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2697 "# ifdef USECUBEFILTER\n"
2698 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2699 " gl_FragData0.rgb *= cubecolor;\n"
2700 " gl_FragData1.rgb *= cubecolor;\n"
2703 "#endif // FRAGMENT_SHADER\n"
2704 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2709 "#ifdef VERTEX_SHADER\n"
2712 "float4 gl_Vertex : POSITION,\n"
2713 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2714 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2715 "float4 gl_Color : COLOR0,\n"
2717 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2718 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2719 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2720 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2721 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2723 "uniform float3 EyePosition : register(c24),\n"
2724 "uniform float4x4 TexMatrix : register(c0),\n"
2725 "#ifdef USEVERTEXTEXTUREBLEND\n"
2726 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2728 "#ifdef MODE_LIGHTSOURCE\n"
2729 "uniform float4x4 ModelToLight : register(c20),\n"
2731 "#ifdef MODE_LIGHTSOURCE\n"
2732 "uniform float3 LightPosition : register(c27),\n"
2734 "#ifdef MODE_LIGHTDIRECTION\n"
2735 "uniform float3 LightDir : register(c26),\n"
2737 "uniform float4 FogPlane : register(c25),\n"
2738 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2739 "uniform float3 LightPosition : register(c27),\n"
2741 "#ifdef USESHADOWMAPORTHO\n"
2742 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2744 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2745 "out float4 gl_FrontColor : COLOR,\n"
2747 "out float4 TexCoordBoth : TEXCOORD0,\n"
2748 "#ifdef USELIGHTMAP\n"
2749 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2751 "#ifdef USEEYEVECTOR\n"
2752 "out float3 EyeVector : TEXCOORD2,\n"
2754 "#ifdef USEREFLECTION\n"
2755 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2758 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2760 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2761 "out float3 LightVector : TEXCOORD1,\n"
2763 "#ifdef MODE_LIGHTSOURCE\n"
2764 "out float3 CubeVector : TEXCOORD3,\n"
2766 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2767 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2768 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2769 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2771 "#ifdef USESHADOWMAPORTHO\n"
2772 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2774 "out float4 gl_Position : POSITION\n"
2777 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2779 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2781 " gl_FrontColor = gl_Color; // Cg is forward\n"
2784 " // copy the surface texcoord\n"
2785 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2789 "#ifdef USELIGHTMAP\n"
2790 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 " // transform vertex position into light attenuation/cubemap space\n"
2795 " // (-1 to +1 across the light box)\n"
2796 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2798 "# ifdef USEDIFFUSE\n"
2799 " // transform unnormalized light direction into tangent space\n"
2800 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2801 " // normalize it per pixel)\n"
2802 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2803 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2804 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2805 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2809 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2810 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2811 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2812 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2815 " // transform unnormalized eye direction into tangent space\n"
2816 "#ifdef USEEYEVECTOR\n"
2817 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2818 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2819 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2820 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2824 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2825 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2828 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2829 " VectorS = gl_MultiTexCoord1.xyz;\n"
2830 " VectorT = gl_MultiTexCoord2.xyz;\n"
2831 " VectorR = gl_MultiTexCoord3.xyz;\n"
2834 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2835 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2837 "#ifdef USESHADOWMAPORTHO\n"
2838 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2841 "#ifdef USEREFLECTION\n"
2842 " ModelViewProjectionPosition = gl_Position;\n"
2845 "#endif // VERTEX_SHADER\n"
2850 "#ifdef FRAGMENT_SHADER\n"
2853 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "float2 Pixel : VPOS,\n"
2857 "float2 Pixel : WPOS,\n"
2860 "float4 gl_FrontColor : COLOR,\n"
2861 "float4 TexCoordBoth : TEXCOORD0,\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "float2 TexCoordLightmap : TEXCOORD1,\n"
2865 "#ifdef USEEYEVECTOR\n"
2866 "float3 EyeVector : TEXCOORD2,\n"
2868 "#ifdef USEREFLECTION\n"
2869 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2872 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2874 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2875 "float3 LightVector : TEXCOORD1,\n"
2877 "#ifdef MODE_LIGHTSOURCE\n"
2878 "float3 CubeVector : TEXCOORD3,\n"
2880 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2881 "float4 ModelViewPosition : TEXCOORD0,\n"
2883 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2884 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2885 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2886 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2888 "#ifdef USESHADOWMAPORTHO\n"
2889 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2892 "uniform sampler Texture_Normal : register(s0),\n"
2893 "uniform sampler Texture_Color : register(s1),\n"
2894 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2895 "uniform sampler Texture_Gloss : register(s2),\n"
2898 "uniform sampler Texture_Glow : register(s3),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2902 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2903 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2904 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2907 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2910 "#ifdef USECOLORMAPPING\n"
2911 "uniform sampler Texture_Pants : register(s4),\n"
2912 "uniform sampler Texture_Shirt : register(s7),\n"
2915 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2916 "uniform sampler Texture_FogMask : register(s8),\n"
2918 "#ifdef USELIGHTMAP\n"
2919 "uniform sampler Texture_Lightmap : register(s9),\n"
2921 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2922 "uniform sampler Texture_Deluxemap : register(s10),\n"
2924 "#ifdef USEREFLECTION\n"
2925 "uniform sampler Texture_Reflection : register(s7),\n"
2928 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2929 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2930 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2932 "#ifdef USEDEFERREDLIGHTMAP\n"
2933 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2934 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2935 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2936 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2939 "#ifdef USECOLORMAPPING\n"
2940 "uniform half3 Color_Pants : register(c7),\n"
2941 "uniform half3 Color_Shirt : register(c8),\n"
2944 "uniform float3 FogColor : register(c16),\n"
2945 "uniform float FogRangeRecip : register(c20),\n"
2946 "uniform float FogPlaneViewDist : register(c19),\n"
2947 "uniform float FogHeightFade : register(c17),\n"
2950 "#ifdef USEOFFSETMAPPING\n"
2951 "uniform float OffsetMapping_Scale : register(c24),\n"
2954 "#ifdef USEDEFERREDLIGHTMAP\n"
2955 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2956 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2957 "uniform half3 DeferredMod_Specular : register(c13),\n"
2959 "uniform half3 Color_Ambient : register(c3),\n"
2960 "uniform half3 Color_Diffuse : register(c4),\n"
2961 "uniform half3 Color_Specular : register(c5),\n"
2962 "uniform half SpecularPower : register(c36),\n"
2964 "uniform half3 Color_Glow : register(c6),\n"
2966 "uniform half Alpha : register(c0),\n"
2967 "#ifdef USEREFLECTION\n"
2968 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2969 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2970 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2971 "uniform half4 ReflectColor : register(c26),\n"
2973 "#ifdef USEREFLECTCUBE\n"
2974 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2975 "uniform sampler Texture_ReflectMask : register(s5),\n"
2976 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2979 "uniform half3 LightColor : register(c21),\n"
2981 "#ifdef MODE_LIGHTSOURCE\n"
2982 "uniform half3 LightColor : register(c21),\n"
2985 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2986 "uniform sampler Texture_Attenuation : register(s9),\n"
2987 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2990 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2992 "#ifdef USESHADOWMAP2D\n"
2993 "# ifdef USESHADOWSAMPLER\n"
2994 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2996 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3000 "#ifdef USESHADOWMAPVSDCT\n"
3001 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3004 "#if defined(USESHADOWMAP2D)\n"
3005 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3006 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3008 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3010 "out float4 gl_FragColor : COLOR\n"
3013 " float2 TexCoord = TexCoordBoth.xy;\n"
3014 "#ifdef USEVERTEXTEXTUREBLEND\n"
3015 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3017 "#ifdef USEOFFSETMAPPING\n"
3018 " // apply offsetmapping\n"
3019 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3020 "#define TexCoord TexCoordOffset\n"
3023 " // combine the diffuse textures (base, pants, shirt)\n"
3024 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3025 "#ifdef USEALPHAKILL\n"
3026 " if (color.a < 0.5)\n"
3029 " color.a *= Alpha;\n"
3030 "#ifdef USECOLORMAPPING\n"
3031 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3033 "#ifdef USEVERTEXTEXTUREBLEND\n"
3034 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3035 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3036 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3037 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3039 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3042 " // get the surface normal\n"
3043 "#ifdef USEVERTEXTEXTUREBLEND\n"
3044 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3046 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3049 " // get the material colors\n"
3050 " half3 diffusetex = color.rgb;\n"
3051 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3052 "# ifdef USEVERTEXTEXTUREBLEND\n"
3053 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3055 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3059 "#ifdef USEREFLECTCUBE\n"
3060 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3061 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3062 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3063 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3069 "#ifdef MODE_LIGHTSOURCE\n"
3070 " // light source\n"
3071 "#ifdef USEDIFFUSE\n"
3072 " half3 lightnormal = half3(normalize(LightVector));\n"
3073 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3074 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3075 "#ifdef USESPECULAR\n"
3076 "#ifdef USEEXACTSPECULARMATH\n"
3077 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3079 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3080 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3082 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3085 " color.rgb = diffusetex * Color_Ambient;\n"
3087 " color.rgb *= LightColor;\n"
3088 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3089 "#if defined(USESHADOWMAP2D)\n"
3090 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3091 "#ifdef USESHADOWMAPVSDCT\n"
3092 ", Texture_CubeProjection\n"
3097 "# ifdef USECUBEFILTER\n"
3098 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3101 "#ifdef USESHADOWMAP2D\n"
3102 "#ifdef USESHADOWMAPVSDCT\n"
3103 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3105 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3107 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3108 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3109 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3110 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3111 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3112 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3113 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3114 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3115 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3116 "// color.r = half(shadowmaptc.z);\n"
3117 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3118 "// color.r = half(shadowmaptc.z);\n"
3120 "// color.rgb = abs(CubeVector);\n"
3122 "// color.rgb = half3(1,1,1);\n"
3123 "#endif // MODE_LIGHTSOURCE\n"
3128 "#ifdef MODE_LIGHTDIRECTION\n"
3130 "#ifdef USEDIFFUSE\n"
3131 " half3 lightnormal = half3(normalize(LightVector));\n"
3133 "#define lightcolor LightColor\n"
3134 "#endif // MODE_LIGHTDIRECTION\n"
3135 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3137 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3138 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3139 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3140 " // convert modelspace light vector to tangentspace\n"
3141 " half3 lightnormal;\n"
3142 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3143 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3144 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3145 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3146 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3147 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3148 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3149 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3150 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3151 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3152 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3153 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3154 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3155 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3156 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3158 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3159 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3160 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3166 "#ifdef MODE_LIGHTMAP\n"
3167 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3168 "#endif // MODE_LIGHTMAP\n"
3169 "#ifdef MODE_VERTEXCOLOR\n"
3170 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3171 "#endif // MODE_VERTEXCOLOR\n"
3172 "#ifdef MODE_FLATCOLOR\n"
3173 " color.rgb = diffusetex * Color_Ambient;\n"
3174 "#endif // MODE_FLATCOLOR\n"
3180 "# ifdef USEDIFFUSE\n"
3181 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3182 "# ifdef USESPECULAR\n"
3183 "# ifdef USEEXACTSPECULARMATH\n"
3184 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3186 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3187 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3189 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3191 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3194 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#ifdef USESHADOWMAPORTHO\n"
3199 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3202 "#ifdef USEDEFERREDLIGHTMAP\n"
3203 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3204 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3205 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3206 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3207 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3211 "#ifdef USEVERTEXTEXTUREBLEND\n"
3212 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3214 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3219 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3222 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3223 "#ifdef USEREFLECTION\n"
3224 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3225 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3226 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3227 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3228 " // FIXME temporary hack to detect the case that the reflection\n"
3229 " // gets blackened at edges due to leaving the area that contains actual\n"
3231 " // Remove this 'ack once we have a better way to stop this thing from\n"
3233 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3234 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3235 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3236 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3237 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3238 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3241 " gl_FragColor = float4(color);\n"
3243 "#endif // FRAGMENT_SHADER\n"
3245 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3246 "#endif // !MODE_DEFERREDGEOMETRY\n"
3247 "#endif // !MODE_WATER\n"
3248 "#endif // !MODE_REFRACTION\n"
3249 "#endif // !MODE_BLOOMBLUR\n"
3250 "#endif // !MODE_GENERIC\n"
3251 "#endif // !MODE_POSTPROCESS\n"
3252 "#endif // !MODE_SHOWDEPTH\n"
3253 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3256 char *glslshaderstring = NULL;
3257 char *cgshaderstring = NULL;
3258 char *hlslshaderstring = NULL;
3260 //=======================================================================================================================================================
3262 typedef struct shaderpermutationinfo_s
3264 const char *pretext;
3267 shaderpermutationinfo_t;
3269 typedef struct shadermodeinfo_s
3271 const char *vertexfilename;
3272 const char *geometryfilename;
3273 const char *fragmentfilename;
3274 const char *pretext;
3279 typedef enum shaderpermutation_e
3281 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3282 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3283 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3284 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3285 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3286 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3287 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3288 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3289 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3290 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3291 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3292 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3293 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3294 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3295 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3296 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3297 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3298 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3299 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3300 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3301 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3302 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3303 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3304 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3305 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3306 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3307 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3308 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3309 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3311 shaderpermutation_t;
3313 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3314 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3316 {"#define USEDIFFUSE\n", " diffuse"},
3317 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3318 {"#define USEVIEWTINT\n", " viewtint"},
3319 {"#define USECOLORMAPPING\n", " colormapping"},
3320 {"#define USESATURATION\n", " saturation"},
3321 {"#define USEFOGINSIDE\n", " foginside"},
3322 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3323 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3324 {"#define USEGAMMARAMPS\n", " gammaramps"},
3325 {"#define USECUBEFILTER\n", " cubefilter"},
3326 {"#define USEGLOW\n", " glow"},
3327 {"#define USEBLOOM\n", " bloom"},
3328 {"#define USESPECULAR\n", " specular"},
3329 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3330 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3331 {"#define USEREFLECTION\n", " reflection"},
3332 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3333 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3334 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3335 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3336 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3337 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3338 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3339 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3340 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3341 {"#define USEALPHAKILL\n", " alphakill"},
3342 {"#define USEREFLECTCUBE\n", " reflectcube"},
3345 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3346 typedef enum shadermode_e
3348 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3349 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3350 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3351 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3352 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3353 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3354 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3355 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3356 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3357 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3358 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3359 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3360 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3361 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3362 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3367 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3368 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3370 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3371 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3372 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3373 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3374 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3375 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3376 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3377 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3378 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3379 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3380 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3381 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3382 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3383 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3384 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3388 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3390 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3391 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3392 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3393 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3394 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3395 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3396 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3397 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3398 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3399 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3400 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3401 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3402 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3403 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3404 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3409 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3411 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3412 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3413 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3414 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3415 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3416 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3417 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3418 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3419 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3420 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3421 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3422 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3423 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3424 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3425 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3429 struct r_glsl_permutation_s;
3430 typedef struct r_glsl_permutation_s
3432 /// hash lookup data
3433 struct r_glsl_permutation_s *hashnext;
3435 unsigned int permutation;
3437 /// indicates if we have tried compiling this permutation already
3439 /// 0 if compilation failed
3441 /// locations of detected uniforms in program object, or -1 if not found
3442 int loc_Texture_First;
3443 int loc_Texture_Second;
3444 int loc_Texture_GammaRamps;
3445 int loc_Texture_Normal;
3446 int loc_Texture_Color;
3447 int loc_Texture_Gloss;
3448 int loc_Texture_Glow;
3449 int loc_Texture_SecondaryNormal;
3450 int loc_Texture_SecondaryColor;
3451 int loc_Texture_SecondaryGloss;
3452 int loc_Texture_SecondaryGlow;
3453 int loc_Texture_Pants;
3454 int loc_Texture_Shirt;
3455 int loc_Texture_FogHeightTexture;
3456 int loc_Texture_FogMask;
3457 int loc_Texture_Lightmap;
3458 int loc_Texture_Deluxemap;
3459 int loc_Texture_Attenuation;
3460 int loc_Texture_Cube;
3461 int loc_Texture_Refraction;
3462 int loc_Texture_Reflection;
3463 int loc_Texture_ShadowMap2D;
3464 int loc_Texture_CubeProjection;
3465 int loc_Texture_ScreenDepth;
3466 int loc_Texture_ScreenNormalMap;
3467 int loc_Texture_ScreenDiffuse;
3468 int loc_Texture_ScreenSpecular;
3469 int loc_Texture_ReflectMask;
3470 int loc_Texture_ReflectCube;
3472 int loc_BloomBlur_Parameters;
3474 int loc_Color_Ambient;
3475 int loc_Color_Diffuse;
3476 int loc_Color_Specular;
3478 int loc_Color_Pants;
3479 int loc_Color_Shirt;
3480 int loc_DeferredColor_Ambient;
3481 int loc_DeferredColor_Diffuse;
3482 int loc_DeferredColor_Specular;
3483 int loc_DeferredMod_Diffuse;
3484 int loc_DeferredMod_Specular;
3485 int loc_DistortScaleRefractReflect;
3486 int loc_EyePosition;
3488 int loc_FogHeightFade;
3490 int loc_FogPlaneViewDist;
3491 int loc_FogRangeRecip;
3494 int loc_LightPosition;
3495 int loc_OffsetMapping_Scale;
3497 int loc_ReflectColor;
3498 int loc_ReflectFactor;
3499 int loc_ReflectOffset;
3500 int loc_RefractColor;
3502 int loc_ScreenCenterRefractReflect;
3503 int loc_ScreenScaleRefractReflect;
3504 int loc_ScreenToDepth;
3505 int loc_ShadowMap_Parameters;
3506 int loc_ShadowMap_TextureScale;
3507 int loc_SpecularPower;
3512 int loc_ViewTintColor;
3513 int loc_ViewToLight;
3514 int loc_ModelToLight;
3516 int loc_BackgroundTexMatrix;
3517 int loc_ModelViewProjectionMatrix;
3518 int loc_ModelViewMatrix;
3519 int loc_PixelToScreenTexCoord;
3520 int loc_ModelToReflectCube;
3521 int loc_ShadowMapMatrix;
3522 int loc_BloomColorSubtract;
3524 r_glsl_permutation_t;
3526 #define SHADERPERMUTATION_HASHSIZE 256
3528 /// information about each possible shader permutation
3529 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3530 /// currently selected permutation
3531 r_glsl_permutation_t *r_glsl_permutation;
3532 /// storage for permutations linked in the hash table
3533 memexpandablearray_t r_glsl_permutationarray;
3535 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3537 //unsigned int hashdepth = 0;
3538 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3539 r_glsl_permutation_t *p;
3540 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3542 if (p->mode == mode && p->permutation == permutation)
3544 //if (hashdepth > 10)
3545 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3550 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3552 p->permutation = permutation;
3553 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3554 r_glsl_permutationhash[mode][hashindex] = p;
3555 //if (hashdepth > 10)
3556 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3560 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3563 if (!filename || !filename[0])
3565 if (!strcmp(filename, "glsl/default.glsl"))
3567 if (!glslshaderstring)
3569 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3570 if (glslshaderstring)
3571 Con_DPrintf("Loading shaders from file %s...\n", filename);
3573 glslshaderstring = (char *)builtinshaderstring;
3575 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3576 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3577 return shaderstring;
3579 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3582 if (printfromdisknotice)
3583 Con_DPrintf("from disk %s... ", filename);
3584 return shaderstring;
3586 return shaderstring;
3589 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3592 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3593 int vertstrings_count = 0;
3594 int geomstrings_count = 0;
3595 int fragstrings_count = 0;
3596 char *vertexstring, *geometrystring, *fragmentstring;
3597 const char *vertstrings_list[32+3];
3598 const char *geomstrings_list[32+3];
3599 const char *fragstrings_list[32+3];
3600 char permutationname[256];
3607 permutationname[0] = 0;
3608 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3609 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3610 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3612 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3614 // the first pretext is which type of shader to compile as
3615 // (later these will all be bound together as a program object)
3616 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3617 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3618 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3620 // the second pretext is the mode (for example a light source)
3621 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3622 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3623 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3624 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3626 // now add all the permutation pretexts
3627 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3629 if (permutation & (1<<i))
3631 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3632 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3633 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3634 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3638 // keep line numbers correct
3639 vertstrings_list[vertstrings_count++] = "\n";
3640 geomstrings_list[geomstrings_count++] = "\n";
3641 fragstrings_list[fragstrings_count++] = "\n";
3645 // now append the shader text itself
3646 vertstrings_list[vertstrings_count++] = vertexstring;
3647 geomstrings_list[geomstrings_count++] = geometrystring;
3648 fragstrings_list[fragstrings_count++] = fragmentstring;
3650 // if any sources were NULL, clear the respective list
3652 vertstrings_count = 0;
3653 if (!geometrystring)
3654 geomstrings_count = 0;
3655 if (!fragmentstring)
3656 fragstrings_count = 0;
3658 // compile the shader program
3659 if (vertstrings_count + geomstrings_count + fragstrings_count)
3660 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3664 qglUseProgramObjectARB(p->program);CHECKGLERROR
3665 // look up all the uniform variable names we care about, so we don't
3666 // have to look them up every time we set them
3668 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3669 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3670 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3671 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3672 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3673 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3674 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3675 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3676 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3677 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3678 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3679 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3680 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3681 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3682 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3683 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3684 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3685 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3686 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3687 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3688 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3689 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3690 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3691 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3692 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3693 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3694 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3695 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3696 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3697 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3698 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3699 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3700 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3701 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3702 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3703 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3704 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3705 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3706 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3707 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3708 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3709 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3710 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3711 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3712 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3713 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3714 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3715 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3716 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3717 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3718 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3719 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3720 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3721 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3722 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3723 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3724 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3725 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3726 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3727 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3728 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3729 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3730 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3731 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3732 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3733 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3734 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3735 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3736 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3737 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3738 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3739 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3740 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3741 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3742 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3743 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3744 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3745 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3746 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3747 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3748 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3749 // initialize the samplers to refer to the texture units we use
3750 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3751 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3752 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3753 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3754 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3755 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3756 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3757 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3758 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3759 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3760 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3761 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3762 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3763 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3764 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3765 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3766 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3767 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3768 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3769 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3770 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3771 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3772 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3773 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3774 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3775 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3776 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3777 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3778 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3780 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3783 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3787 Mem_Free(vertexstring);
3789 Mem_Free(geometrystring);
3791 Mem_Free(fragmentstring);
3794 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3796 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3797 if (r_glsl_permutation != perm)
3799 r_glsl_permutation = perm;
3800 if (!r_glsl_permutation->program)
3802 if (!r_glsl_permutation->compiled)
3803 R_GLSL_CompilePermutation(perm, mode, permutation);
3804 if (!r_glsl_permutation->program)
3806 // remove features until we find a valid permutation
3808 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3810 // reduce i more quickly whenever it would not remove any bits
3811 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3812 if (!(permutation & j))
3815 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3816 if (!r_glsl_permutation->compiled)
3817 R_GLSL_CompilePermutation(perm, mode, permutation);
3818 if (r_glsl_permutation->program)
3821 if (i >= SHADERPERMUTATION_COUNT)
3823 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3824 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3825 qglUseProgramObjectARB(0);CHECKGLERROR
3826 return; // no bit left to clear, entire mode is broken
3831 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3833 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3834 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3835 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3839 #include <Cg/cgGL.h>
3840 struct r_cg_permutation_s;
3841 typedef struct r_cg_permutation_s
3843 /// hash lookup data
3844 struct r_cg_permutation_s *hashnext;
3846 unsigned int permutation;
3848 /// indicates if we have tried compiling this permutation already
3850 /// 0 if compilation failed
3853 /// locations of detected parameters in programs, or NULL if not found
3854 CGparameter vp_EyePosition;
3855 CGparameter vp_FogPlane;
3856 CGparameter vp_LightDir;
3857 CGparameter vp_LightPosition;
3858 CGparameter vp_ModelToLight;
3859 CGparameter vp_TexMatrix;
3860 CGparameter vp_BackgroundTexMatrix;
3861 CGparameter vp_ModelViewProjectionMatrix;
3862 CGparameter vp_ModelViewMatrix;
3863 CGparameter vp_ShadowMapMatrix;
3865 CGparameter fp_Texture_First;
3866 CGparameter fp_Texture_Second;
3867 CGparameter fp_Texture_GammaRamps;
3868 CGparameter fp_Texture_Normal;
3869 CGparameter fp_Texture_Color;
3870 CGparameter fp_Texture_Gloss;
3871 CGparameter fp_Texture_Glow;
3872 CGparameter fp_Texture_SecondaryNormal;
3873 CGparameter fp_Texture_SecondaryColor;
3874 CGparameter fp_Texture_SecondaryGloss;
3875 CGparameter fp_Texture_SecondaryGlow;
3876 CGparameter fp_Texture_Pants;
3877 CGparameter fp_Texture_Shirt;
3878 CGparameter fp_Texture_FogHeightTexture;
3879 CGparameter fp_Texture_FogMask;
3880 CGparameter fp_Texture_Lightmap;
3881 CGparameter fp_Texture_Deluxemap;
3882 CGparameter fp_Texture_Attenuation;
3883 CGparameter fp_Texture_Cube;
3884 CGparameter fp_Texture_Refraction;
3885 CGparameter fp_Texture_Reflection;
3886 CGparameter fp_Texture_ShadowMap2D;
3887 CGparameter fp_Texture_CubeProjection;
3888 CGparameter fp_Texture_ScreenDepth;
3889 CGparameter fp_Texture_ScreenNormalMap;
3890 CGparameter fp_Texture_ScreenDiffuse;
3891 CGparameter fp_Texture_ScreenSpecular;
3892 CGparameter fp_Texture_ReflectMask;
3893 CGparameter fp_Texture_ReflectCube;
3894 CGparameter fp_Alpha;
3895 CGparameter fp_BloomBlur_Parameters;
3896 CGparameter fp_ClientTime;
3897 CGparameter fp_Color_Ambient;
3898 CGparameter fp_Color_Diffuse;
3899 CGparameter fp_Color_Specular;
3900 CGparameter fp_Color_Glow;
3901 CGparameter fp_Color_Pants;
3902 CGparameter fp_Color_Shirt;
3903 CGparameter fp_DeferredColor_Ambient;
3904 CGparameter fp_DeferredColor_Diffuse;
3905 CGparameter fp_DeferredColor_Specular;
3906 CGparameter fp_DeferredMod_Diffuse;
3907 CGparameter fp_DeferredMod_Specular;
3908 CGparameter fp_DistortScaleRefractReflect;
3909 CGparameter fp_EyePosition;
3910 CGparameter fp_FogColor;
3911 CGparameter fp_FogHeightFade;
3912 CGparameter fp_FogPlane;
3913 CGparameter fp_FogPlaneViewDist;
3914 CGparameter fp_FogRangeRecip;
3915 CGparameter fp_LightColor;
3916 CGparameter fp_LightDir;
3917 CGparameter fp_LightPosition;
3918 CGparameter fp_OffsetMapping_Scale;
3919 CGparameter fp_PixelSize;
3920 CGparameter fp_ReflectColor;
3921 CGparameter fp_ReflectFactor;
3922 CGparameter fp_ReflectOffset;
3923 CGparameter fp_RefractColor;
3924 CGparameter fp_Saturation;
3925 CGparameter fp_ScreenCenterRefractReflect;
3926 CGparameter fp_ScreenScaleRefractReflect;
3927 CGparameter fp_ScreenToDepth;
3928 CGparameter fp_ShadowMap_Parameters;
3929 CGparameter fp_ShadowMap_TextureScale;
3930 CGparameter fp_SpecularPower;
3931 CGparameter fp_UserVec1;
3932 CGparameter fp_UserVec2;
3933 CGparameter fp_UserVec3;
3934 CGparameter fp_UserVec4;
3935 CGparameter fp_ViewTintColor;
3936 CGparameter fp_ViewToLight;
3937 CGparameter fp_PixelToScreenTexCoord;
3938 CGparameter fp_ModelToReflectCube;
3939 CGparameter fp_BloomColorSubtract;
3943 /// information about each possible shader permutation
3944 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3945 /// currently selected permutation
3946 r_cg_permutation_t *r_cg_permutation;
3947 /// storage for permutations linked in the hash table
3948 memexpandablearray_t r_cg_permutationarray;
3950 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3952 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3954 //unsigned int hashdepth = 0;
3955 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3956 r_cg_permutation_t *p;
3957 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3959 if (p->mode == mode && p->permutation == permutation)
3961 //if (hashdepth > 10)
3962 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3967 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3969 p->permutation = permutation;
3970 p->hashnext = r_cg_permutationhash[mode][hashindex];
3971 r_cg_permutationhash[mode][hashindex] = p;
3972 //if (hashdepth > 10)
3973 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3977 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3980 if (!filename || !filename[0])
3982 if (!strcmp(filename, "cg/default.cg"))
3984 if (!cgshaderstring)
3986 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3988 Con_DPrintf("Loading shaders from file %s...\n", filename);
3990 cgshaderstring = (char *)builtincgshaderstring;
3992 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3993 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3994 return shaderstring;
3996 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3999 if (printfromdisknotice)
4000 Con_DPrintf("from disk %s... ", filename);
4001 return shaderstring;
4003 return shaderstring;
4006 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4008 // TODO: load or create .fp and .vp shader files
4011 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4014 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4015 int vertstrings_count = 0, vertstring_length = 0;
4016 int geomstrings_count = 0, geomstring_length = 0;
4017 int fragstrings_count = 0, fragstring_length = 0;
4019 char *vertexstring, *geometrystring, *fragmentstring;
4020 char *vertstring, *geomstring, *fragstring;
4021 const char *vertstrings_list[32+3];
4022 const char *geomstrings_list[32+3];
4023 const char *fragstrings_list[32+3];
4024 char permutationname[256];
4025 char cachename[256];
4026 CGprofile vertexProfile;
4027 CGprofile fragmentProfile;
4035 permutationname[0] = 0;
4037 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4038 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4039 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4041 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4042 strlcat(cachename, "cg/", sizeof(cachename));
4044 // the first pretext is which type of shader to compile as
4045 // (later these will all be bound together as a program object)
4046 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4047 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4048 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4050 // the second pretext is the mode (for example a light source)
4051 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4052 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4053 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4054 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4055 strlcat(cachename, modeinfo->name, sizeof(cachename));
4057 // now add all the permutation pretexts
4058 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4060 if (permutation & (1<<i))
4062 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4063 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4064 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4065 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4066 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4070 // keep line numbers correct
4071 vertstrings_list[vertstrings_count++] = "\n";
4072 geomstrings_list[geomstrings_count++] = "\n";
4073 fragstrings_list[fragstrings_count++] = "\n";
4077 // replace spaces in the cachename with _ characters
4078 for (i = 0;cachename[i];i++)
4079 if (cachename[i] == ' ')
4082 // now append the shader text itself
4083 vertstrings_list[vertstrings_count++] = vertexstring;
4084 geomstrings_list[geomstrings_count++] = geometrystring;
4085 fragstrings_list[fragstrings_count++] = fragmentstring;
4087 // if any sources were NULL, clear the respective list
4089 vertstrings_count = 0;
4090 if (!geometrystring)
4091 geomstrings_count = 0;
4092 if (!fragmentstring)
4093 fragstrings_count = 0;
4095 vertstring_length = 0;
4096 for (i = 0;i < vertstrings_count;i++)
4097 vertstring_length += strlen(vertstrings_list[i]);
4098 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4099 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4100 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4102 geomstring_length = 0;
4103 for (i = 0;i < geomstrings_count;i++)
4104 geomstring_length += strlen(geomstrings_list[i]);
4105 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4106 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4107 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4109 fragstring_length = 0;
4110 for (i = 0;i < fragstrings_count;i++)
4111 fragstring_length += strlen(fragstrings_list[i]);
4112 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4113 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4114 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4118 //vertexProfile = CG_PROFILE_ARBVP1;
4119 //fragmentProfile = CG_PROFILE_ARBFP1;
4120 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4121 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4122 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4123 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4124 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4127 // try to load the cached shader, or generate one
4128 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4130 // if caching failed, do a dynamic compile for now
4132 if (vertstring[0] && !p->vprogram)
4133 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4135 if (fragstring[0] && !p->fprogram)
4136 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4139 // look up all the uniform variable names we care about, so we don't
4140 // have to look them up every time we set them
4144 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4145 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4146 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4147 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4148 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4149 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4150 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4151 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4152 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4153 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4154 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4155 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4161 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4162 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4163 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4164 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4165 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4166 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4167 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4168 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4169 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4170 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4171 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4172 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4173 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4174 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4175 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4176 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4177 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4178 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4179 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4180 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4181 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4182 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4183 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4184 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4185 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4186 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4187 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4188 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4189 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4190 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4191 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4192 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4193 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4194 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4195 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4196 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4197 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4198 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4199 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4200 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4201 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4202 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4203 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4204 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4205 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4206 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4207 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4208 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4209 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4210 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4211 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4212 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4213 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4214 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4215 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4216 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4217 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4218 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4219 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4220 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4221 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4222 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4223 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4224 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4225 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4226 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4227 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4228 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4229 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4230 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4231 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4232 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4233 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4234 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4235 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4236 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4237 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4241 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4242 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4244 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4248 Mem_Free(vertstring);
4250 Mem_Free(geomstring);
4252 Mem_Free(fragstring);
4254 Mem_Free(vertexstring);
4256 Mem_Free(geometrystring);
4258 Mem_Free(fragmentstring);
4261 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4263 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4266 if (r_cg_permutation != perm)
4268 r_cg_permutation = perm;
4269 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4271 if (!r_cg_permutation->compiled)
4272 R_CG_CompilePermutation(perm, mode, permutation);
4273 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4275 // remove features until we find a valid permutation
4277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4279 // reduce i more quickly whenever it would not remove any bits
4280 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4281 if (!(permutation & j))
4284 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4285 if (!r_cg_permutation->compiled)
4286 R_CG_CompilePermutation(perm, mode, permutation);
4287 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4290 if (i >= SHADERPERMUTATION_COUNT)
4292 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4293 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4294 return; // no bit left to clear, entire mode is broken
4300 if (r_cg_permutation->vprogram)
4302 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4303 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4304 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4308 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4309 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4311 if (r_cg_permutation->fprogram)
4313 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4314 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4315 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4319 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4320 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4324 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4325 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4326 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4329 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4331 cgGLSetTextureParameter(param, R_GetTexture(tex));
4332 cgGLEnableTextureParameter(param);
4340 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4341 extern D3DCAPS9 vid_d3d9caps;
4344 struct r_hlsl_permutation_s;
4345 typedef struct r_hlsl_permutation_s
4347 /// hash lookup data
4348 struct r_hlsl_permutation_s *hashnext;
4350 unsigned int permutation;
4352 /// indicates if we have tried compiling this permutation already
4354 /// NULL if compilation failed
4355 IDirect3DVertexShader9 *vertexshader;
4356 IDirect3DPixelShader9 *pixelshader;
4358 r_hlsl_permutation_t;
4360 typedef enum D3DVSREGISTER_e
4362 D3DVSREGISTER_TexMatrix = 0, // float4x4
4363 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4364 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4365 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4366 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4367 D3DVSREGISTER_ModelToLight = 20, // float4x4
4368 D3DVSREGISTER_EyePosition = 24,
4369 D3DVSREGISTER_FogPlane = 25,
4370 D3DVSREGISTER_LightDir = 26,
4371 D3DVSREGISTER_LightPosition = 27,
4375 typedef enum D3DPSREGISTER_e
4377 D3DPSREGISTER_Alpha = 0,
4378 D3DPSREGISTER_BloomBlur_Parameters = 1,
4379 D3DPSREGISTER_ClientTime = 2,
4380 D3DPSREGISTER_Color_Ambient = 3,
4381 D3DPSREGISTER_Color_Diffuse = 4,
4382 D3DPSREGISTER_Color_Specular = 5,
4383 D3DPSREGISTER_Color_Glow = 6,
4384 D3DPSREGISTER_Color_Pants = 7,
4385 D3DPSREGISTER_Color_Shirt = 8,
4386 D3DPSREGISTER_DeferredColor_Ambient = 9,
4387 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4388 D3DPSREGISTER_DeferredColor_Specular = 11,
4389 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4390 D3DPSREGISTER_DeferredMod_Specular = 13,
4391 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4392 D3DPSREGISTER_EyePosition = 15, // unused
4393 D3DPSREGISTER_FogColor = 16,
4394 D3DPSREGISTER_FogHeightFade = 17,
4395 D3DPSREGISTER_FogPlane = 18,
4396 D3DPSREGISTER_FogPlaneViewDist = 19,
4397 D3DPSREGISTER_FogRangeRecip = 20,
4398 D3DPSREGISTER_LightColor = 21,
4399 D3DPSREGISTER_LightDir = 22, // unused
4400 D3DPSREGISTER_LightPosition = 23,
4401 D3DPSREGISTER_OffsetMapping_Scale = 24,
4402 D3DPSREGISTER_PixelSize = 25,
4403 D3DPSREGISTER_ReflectColor = 26,
4404 D3DPSREGISTER_ReflectFactor = 27,
4405 D3DPSREGISTER_ReflectOffset = 28,
4406 D3DPSREGISTER_RefractColor = 29,
4407 D3DPSREGISTER_Saturation = 30,
4408 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4409 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4410 D3DPSREGISTER_ScreenToDepth = 33,
4411 D3DPSREGISTER_ShadowMap_Parameters = 34,
4412 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4413 D3DPSREGISTER_SpecularPower = 36,
4414 D3DPSREGISTER_UserVec1 = 37,
4415 D3DPSREGISTER_UserVec2 = 38,
4416 D3DPSREGISTER_UserVec3 = 39,
4417 D3DPSREGISTER_UserVec4 = 40,
4418 D3DPSREGISTER_ViewTintColor = 41,
4419 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4420 D3DPSREGISTER_BloomColorSubtract = 43,
4421 D3DPSREGISTER_ViewToLight = 44, // float4x4
4422 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4427 /// information about each possible shader permutation
4428 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4429 /// currently selected permutation
4430 r_hlsl_permutation_t *r_hlsl_permutation;
4431 /// storage for permutations linked in the hash table
4432 memexpandablearray_t r_hlsl_permutationarray;
4434 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4436 //unsigned int hashdepth = 0;
4437 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4438 r_hlsl_permutation_t *p;
4439 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4441 if (p->mode == mode && p->permutation == permutation)
4443 //if (hashdepth > 10)
4444 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4449 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4451 p->permutation = permutation;
4452 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4453 r_hlsl_permutationhash[mode][hashindex] = p;
4454 //if (hashdepth > 10)
4455 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4459 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4462 if (!filename || !filename[0])
4464 if (!strcmp(filename, "hlsl/default.hlsl"))
4466 if (!hlslshaderstring)
4468 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4469 if (hlslshaderstring)
4470 Con_DPrintf("Loading shaders from file %s...\n", filename);
4472 hlslshaderstring = (char *)builtincgshaderstring;
4474 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4475 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4476 return shaderstring;
4478 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4481 if (printfromdisknotice)
4482 Con_DPrintf("from disk %s... ", filename);
4483 return shaderstring;
4485 return shaderstring;
4489 //#include <d3dx9shader.h>
4490 //#include <d3dx9mesh.h>
4492 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4494 DWORD *vsbin = NULL;
4495 DWORD *psbin = NULL;
4496 fs_offset_t vsbinsize;
4497 fs_offset_t psbinsize;
4498 // IDirect3DVertexShader9 *vs = NULL;
4499 // IDirect3DPixelShader9 *ps = NULL;
4500 ID3DXBuffer *vslog = NULL;
4501 ID3DXBuffer *vsbuffer = NULL;
4502 ID3DXConstantTable *vsconstanttable = NULL;
4503 ID3DXBuffer *pslog = NULL;
4504 ID3DXBuffer *psbuffer = NULL;
4505 ID3DXConstantTable *psconstanttable = NULL;
4508 char temp[MAX_INPUTLINE];
4509 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4510 qboolean debugshader = gl_paranoid.integer != 0;
4511 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4512 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4515 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4516 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4518 if ((!vsbin && vertstring) || (!psbin && fragstring))
4520 const char* dllnames_d3dx9 [] =
4544 dllhandle_t d3dx9_dll = NULL;
4545 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4546 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4547 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4548 dllfunction_t d3dx9_dllfuncs[] =
4550 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4551 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4552 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4555 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4557 DWORD shaderflags = 0;
4559 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4560 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4561 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4562 if (vertstring && vertstring[0])
4566 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4567 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4568 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4569 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4572 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4575 vsbinsize = vsbuffer->GetBufferSize();
4576 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4577 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4578 vsbuffer->Release();
4582 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4583 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4587 if (fragstring && fragstring[0])
4591 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4592 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4593 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4594 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4597 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4600 psbinsize = psbuffer->GetBufferSize();
4601 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4602 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4603 psbuffer->Release();
4607 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4608 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4612 Sys_UnloadLibrary(&d3dx9_dll);
4615 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4619 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4620 if (FAILED(vsresult))
4621 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4622 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4623 if (FAILED(psresult))
4624 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4626 // free the shader data
4627 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4628 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4631 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4634 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4635 int vertstrings_count = 0, vertstring_length = 0;
4636 int geomstrings_count = 0, geomstring_length = 0;
4637 int fragstrings_count = 0, fragstring_length = 0;
4639 char *vertexstring, *geometrystring, *fragmentstring;
4640 char *vertstring, *geomstring, *fragstring;
4641 const char *vertstrings_list[32+3];
4642 const char *geomstrings_list[32+3];
4643 const char *fragstrings_list[32+3];
4644 char permutationname[256];
4645 char cachename[256];
4650 p->vertexshader = NULL;
4651 p->pixelshader = NULL;
4653 permutationname[0] = 0;
4655 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4656 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4657 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4659 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4660 strlcat(cachename, "hlsl/", sizeof(cachename));
4662 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4663 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4664 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4665 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4667 // the first pretext is which type of shader to compile as
4668 // (later these will all be bound together as a program object)
4669 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4670 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4671 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4673 // the second pretext is the mode (for example a light source)
4674 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4675 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4676 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4677 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4678 strlcat(cachename, modeinfo->name, sizeof(cachename));
4680 // now add all the permutation pretexts
4681 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4683 if (permutation & (1<<i))
4685 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4686 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4687 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4688 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4689 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4693 // keep line numbers correct
4694 vertstrings_list[vertstrings_count++] = "\n";
4695 geomstrings_list[geomstrings_count++] = "\n";
4696 fragstrings_list[fragstrings_count++] = "\n";
4700 // replace spaces in the cachename with _ characters
4701 for (i = 0;cachename[i];i++)
4702 if (cachename[i] == ' ')
4705 // now append the shader text itself
4706 vertstrings_list[vertstrings_count++] = vertexstring;
4707 geomstrings_list[geomstrings_count++] = geometrystring;
4708 fragstrings_list[fragstrings_count++] = fragmentstring;
4710 // if any sources were NULL, clear the respective list
4712 vertstrings_count = 0;
4713 if (!geometrystring)
4714 geomstrings_count = 0;
4715 if (!fragmentstring)
4716 fragstrings_count = 0;
4718 vertstring_length = 0;
4719 for (i = 0;i < vertstrings_count;i++)
4720 vertstring_length += strlen(vertstrings_list[i]);
4721 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4722 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4723 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4725 geomstring_length = 0;
4726 for (i = 0;i < geomstrings_count;i++)
4727 geomstring_length += strlen(geomstrings_list[i]);
4728 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4729 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4730 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4732 fragstring_length = 0;
4733 for (i = 0;i < fragstrings_count;i++)
4734 fragstring_length += strlen(fragstrings_list[i]);
4735 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4736 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4737 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4739 // try to load the cached shader, or generate one
4740 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4742 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4743 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4745 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4749 Mem_Free(vertstring);
4751 Mem_Free(geomstring);
4753 Mem_Free(fragstring);
4755 Mem_Free(vertexstring);
4757 Mem_Free(geometrystring);
4759 Mem_Free(fragmentstring);
4762 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4763 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4764 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4765 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4766 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4767 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4769 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4770 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4771 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4772 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4773 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4774 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4776 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4778 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4779 if (r_hlsl_permutation != perm)
4781 r_hlsl_permutation = perm;
4782 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4784 if (!r_hlsl_permutation->compiled)
4785 R_HLSL_CompilePermutation(perm, mode, permutation);
4786 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4788 // remove features until we find a valid permutation
4790 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4792 // reduce i more quickly whenever it would not remove any bits
4793 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4794 if (!(permutation & j))
4797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4798 if (!r_hlsl_permutation->compiled)
4799 R_HLSL_CompilePermutation(perm, mode, permutation);
4800 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4803 if (i >= SHADERPERMUTATION_COUNT)
4805 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4806 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4807 return; // no bit left to clear, entire mode is broken
4811 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4812 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4814 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4815 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4816 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4820 void R_GLSL_Restart_f(void)
4822 unsigned int i, limit;
4823 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4824 Mem_Free(glslshaderstring);
4825 glslshaderstring = NULL;
4826 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4827 Mem_Free(cgshaderstring);
4828 cgshaderstring = NULL;
4829 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4830 Mem_Free(hlslshaderstring);
4831 hlslshaderstring = NULL;
4832 switch(vid.renderpath)
4834 case RENDERPATH_D3D9:
4837 r_hlsl_permutation_t *p;
4838 r_hlsl_permutation = NULL;
4839 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4840 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4841 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4842 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4843 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4844 for (i = 0;i < limit;i++)
4846 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4848 if (p->vertexshader)
4849 IDirect3DVertexShader9_Release(p->vertexshader);
4851 IDirect3DPixelShader9_Release(p->pixelshader);
4852 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4855 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4859 case RENDERPATH_D3D10:
4860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4862 case RENDERPATH_D3D11:
4863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4865 case RENDERPATH_GL20:
4867 r_glsl_permutation_t *p;
4868 r_glsl_permutation = NULL;
4869 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4870 for (i = 0;i < limit;i++)
4872 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4874 GL_Backend_FreeProgram(p->program);
4875 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4878 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4881 case RENDERPATH_CGGL:
4884 r_cg_permutation_t *p;
4885 r_cg_permutation = NULL;
4886 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4887 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4888 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4889 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4890 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4891 for (i = 0;i < limit;i++)
4893 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4896 cgDestroyProgram(p->vprogram);
4898 cgDestroyProgram(p->fprogram);
4899 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4902 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4906 case RENDERPATH_GL13:
4907 case RENDERPATH_GL11:
4912 void R_GLSL_DumpShader_f(void)
4917 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4920 FS_Print(file, "/* The engine may define the following macros:\n");
4921 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4922 for (i = 0;i < SHADERMODE_COUNT;i++)
4923 FS_Print(file, glslshadermodeinfo[i].pretext);
4924 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4925 FS_Print(file, shaderpermutationinfo[i].pretext);
4926 FS_Print(file, "*/\n");
4927 FS_Print(file, builtinshaderstring);
4929 Con_Printf("glsl/default.glsl written\n");
4932 Con_Printf("failed to write to glsl/default.glsl\n");
4935 file = FS_OpenRealFile("cg/default.cg", "w", false);
4938 FS_Print(file, "/* The engine may define the following macros:\n");
4939 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4940 for (i = 0;i < SHADERMODE_COUNT;i++)
4941 FS_Print(file, cgshadermodeinfo[i].pretext);
4942 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4943 FS_Print(file, shaderpermutationinfo[i].pretext);
4944 FS_Print(file, "*/\n");
4945 FS_Print(file, builtincgshaderstring);
4947 Con_Printf("cg/default.cg written\n");
4950 Con_Printf("failed to write to cg/default.cg\n");
4954 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4957 FS_Print(file, "/* The engine may define the following macros:\n");
4958 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4959 for (i = 0;i < SHADERMODE_COUNT;i++)
4960 FS_Print(file, hlslshadermodeinfo[i].pretext);
4961 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4962 FS_Print(file, shaderpermutationinfo[i].pretext);
4963 FS_Print(file, "*/\n");
4964 FS_Print(file, builtincgshaderstring);
4966 Con_Printf("hlsl/default.hlsl written\n");
4969 Con_Printf("failed to write to hlsl/default.hlsl\n");
4973 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4976 texturemode = GL_MODULATE;
4977 switch (vid.renderpath)
4979 case RENDERPATH_D3D9:
4981 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4982 R_Mesh_TexBind(GL20TU_FIRST , first );
4983 R_Mesh_TexBind(GL20TU_SECOND, second);
4986 case RENDERPATH_D3D10:
4987 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4989 case RENDERPATH_D3D11:
4990 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4992 case RENDERPATH_GL20:
4993 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4994 R_Mesh_TexBind(GL20TU_FIRST , first );
4995 R_Mesh_TexBind(GL20TU_SECOND, second);
4997 case RENDERPATH_CGGL:
5000 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5001 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5005 case RENDERPATH_GL13:
5006 R_Mesh_TexBind(0, first );
5007 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5008 R_Mesh_TexBind(1, second);
5010 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5012 case RENDERPATH_GL11:
5013 R_Mesh_TexBind(0, first );
5018 void R_SetupShader_DepthOrShadow(void)
5020 switch (vid.renderpath)
5022 case RENDERPATH_D3D9:
5024 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5027 case RENDERPATH_D3D10:
5028 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5030 case RENDERPATH_D3D11:
5031 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5033 case RENDERPATH_GL20:
5034 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5036 case RENDERPATH_CGGL:
5038 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5041 case RENDERPATH_GL13:
5042 R_Mesh_TexBind(0, 0);
5043 R_Mesh_TexBind(1, 0);
5045 case RENDERPATH_GL11:
5046 R_Mesh_TexBind(0, 0);
5051 void R_SetupShader_ShowDepth(void)
5053 switch (vid.renderpath)
5055 case RENDERPATH_D3D9:
5057 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5060 case RENDERPATH_D3D10:
5061 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5063 case RENDERPATH_D3D11:
5064 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5066 case RENDERPATH_GL20:
5067 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5069 case RENDERPATH_CGGL:
5071 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5074 case RENDERPATH_GL13:
5076 case RENDERPATH_GL11:
5081 extern qboolean r_shadow_usingdeferredprepass;
5082 extern cvar_t r_shadow_deferred_8bitrange;
5083 extern rtexture_t *r_shadow_attenuationgradienttexture;
5084 extern rtexture_t *r_shadow_attenuation2dtexture;
5085 extern rtexture_t *r_shadow_attenuation3dtexture;
5086 extern qboolean r_shadow_usingshadowmap2d;
5087 extern qboolean r_shadow_usingshadowmaportho;
5088 extern float r_shadow_shadowmap_texturescale[2];
5089 extern float r_shadow_shadowmap_parameters[4];
5090 extern qboolean r_shadow_shadowmapvsdct;
5091 extern qboolean r_shadow_shadowmapsampler;
5092 extern int r_shadow_shadowmappcf;
5093 extern rtexture_t *r_shadow_shadowmap2dtexture;
5094 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5095 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5096 extern matrix4x4_t r_shadow_shadowmapmatrix;
5097 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5098 extern int r_shadow_prepass_width;
5099 extern int r_shadow_prepass_height;
5100 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5101 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5102 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5103 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5104 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5105 extern cvar_t gl_mesh_separatearrays;
5106 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5108 // a blendfunc allows colormod if:
5109 // a) it can never keep the destination pixel invariant, or
5110 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5111 // this is to prevent unintended side effects from colormod
5114 // IF there is a (s, sa) for which for all (d, da),
5115 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5116 // THEN, for this (s, sa) and all (colormod, d, da):
5117 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5118 // OBVIOUSLY, this means that
5119 // s*colormod * src(s*colormod, d, sa, da) = 0
5120 // dst(s*colormod, d, sa, da) = 1
5122 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5124 // main condition to leave dst color invariant:
5125 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5127 // s * 0 + d * dst(s, d, sa, da) == d
5128 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5129 // => colormod is a problem for GL_SRC_COLOR only
5131 // s + d * dst(s, d, sa, da) == d
5133 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5134 // => colormod is never problematic for these
5135 // src == GL_SRC_COLOR:
5136 // s*s + d * dst(s, d, sa, da) == d
5138 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5139 // => colormod is never problematic for these
5140 // src == GL_ONE_MINUS_SRC_COLOR:
5141 // s*(1-s) + d * dst(s, d, sa, da) == d
5142 // => s == 0 or s == 1
5143 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5144 // => colormod is a problem for GL_SRC_COLOR only
5145 // src == GL_DST_COLOR
5146 // s*d + d * dst(s, d, sa, da) == d
5148 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5149 // => colormod is always a problem
5152 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5153 // => colormod is never problematic for these
5154 // => BUT, we do not know s! We must assume it is problematic
5155 // then... except in GL_ONE case, where we know all invariant
5157 // src == GL_ONE_MINUS_DST_COLOR
5158 // s*(1-d) + d * dst(s, d, sa, da) == d
5159 // => s == 0 (1-d is impossible to handle for our desired result)
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_ALPHA
5163 // s*sa + d * dst(s, d, sa, da) == d
5164 // => s == 0, or sa == 0
5165 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod breaks in the case GL_SRC_COLOR only
5167 // src == GL_ONE_MINUS_SRC_ALPHA
5168 // s*(1-sa) + d * dst(s, d, sa, da) == d
5169 // => s == 0, or sa == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod breaks in the case GL_SRC_COLOR only
5172 // src == GL_DST_ALPHA
5173 // s*da + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is never problematic for these
5181 case GL_ONE_MINUS_SRC_COLOR:
5183 case GL_ONE_MINUS_SRC_ALPHA:
5184 if(dst == GL_SRC_COLOR)
5189 case GL_ONE_MINUS_DST_COLOR:
5191 case GL_ONE_MINUS_DST_ALPHA:
5201 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5203 // select a permutation of the lighting shader appropriate to this
5204 // combination of texture, entity, light source, and fogging, only use the
5205 // minimum features necessary to avoid wasting rendering time in the
5206 // fragment shader on features that are not being used
5207 unsigned int permutation = 0;
5208 unsigned int mode = 0;
5209 qboolean allow_colormod;
5210 static float dummy_colormod[3] = {1, 1, 1};
5211 float *colormod = rsurface.colormod;
5213 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5214 if (rsurfacepass == RSURFPASS_BACKGROUND)
5216 // distorted background
5217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5218 mode = SHADERMODE_WATER;
5219 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5220 mode = SHADERMODE_REFRACTION;
5223 mode = SHADERMODE_GENERIC;
5224 permutation |= SHADERPERMUTATION_DIFFUSE;
5226 GL_AlphaTest(false);
5227 GL_BlendFunc(GL_ONE, GL_ZERO);
5228 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5230 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5232 if (r_glsl_offsetmapping.integer)
5234 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5235 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5236 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5237 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5238 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5240 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5241 if (r_glsl_offsetmapping_reliefmapping.integer)
5242 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5248 permutation |= SHADERPERMUTATION_ALPHAKILL;
5249 // normalmap (deferred prepass), may use alpha test on diffuse
5250 mode = SHADERMODE_DEFERREDGEOMETRY;
5251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5252 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5253 GL_AlphaTest(false);
5254 GL_BlendFunc(GL_ONE, GL_ZERO);
5255 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5257 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5259 if (r_glsl_offsetmapping.integer)
5261 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5262 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5263 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5264 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5265 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5267 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5268 if (r_glsl_offsetmapping_reliefmapping.integer)
5269 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5273 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5275 mode = SHADERMODE_LIGHTSOURCE;
5276 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5277 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5278 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5279 permutation |= SHADERPERMUTATION_CUBEFILTER;
5280 if (diffusescale > 0)
5281 permutation |= SHADERPERMUTATION_DIFFUSE;
5282 if (specularscale > 0)
5284 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5285 if (r_shadow_glossexact.integer)
5286 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5288 if (r_refdef.fogenabled)
5289 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5290 if (rsurface.texture->colormapping)
5291 permutation |= SHADERPERMUTATION_COLORMAPPING;
5292 if (r_shadow_usingshadowmap2d)
5294 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5295 if(r_shadow_shadowmapvsdct)
5296 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5298 if (r_shadow_shadowmapsampler)
5299 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5300 if (r_shadow_shadowmappcf > 1)
5301 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5302 else if (r_shadow_shadowmappcf)
5303 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5305 if (rsurface.texture->reflectmasktexture)
5306 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5307 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5308 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5309 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5311 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5313 if (r_glsl_offsetmapping.integer)
5315 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5316 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5317 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5318 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5319 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5321 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5322 if (r_glsl_offsetmapping_reliefmapping.integer)
5323 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5327 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5328 // unshaded geometry (fullbright or ambient model lighting)
5329 mode = SHADERMODE_FLATCOLOR;
5330 ambientscale = diffusescale = specularscale = 0;
5331 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5332 permutation |= SHADERPERMUTATION_GLOW;
5333 if (r_refdef.fogenabled)
5334 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5335 if (rsurface.texture->colormapping)
5336 permutation |= SHADERPERMUTATION_COLORMAPPING;
5337 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5339 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5340 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5342 if (r_shadow_shadowmapsampler)
5343 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5344 if (r_shadow_shadowmappcf > 1)
5345 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5346 else if (r_shadow_shadowmappcf)
5347 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5350 permutation |= SHADERPERMUTATION_REFLECTION;
5351 if (rsurface.texture->reflectmasktexture)
5352 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5353 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5355 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5357 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5359 if (r_glsl_offsetmapping.integer)
5361 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5362 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5363 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5364 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5365 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5367 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5368 if (r_glsl_offsetmapping_reliefmapping.integer)
5369 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5372 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5373 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5374 // directional model lighting
5375 mode = SHADERMODE_LIGHTDIRECTION;
5376 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5377 permutation |= SHADERPERMUTATION_GLOW;
5378 permutation |= SHADERPERMUTATION_DIFFUSE;
5379 if (specularscale > 0)
5381 permutation |= SHADERPERMUTATION_SPECULAR;
5382 if (r_shadow_glossexact.integer)
5383 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5385 if (r_refdef.fogenabled)
5386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5387 if (rsurface.texture->colormapping)
5388 permutation |= SHADERPERMUTATION_COLORMAPPING;
5389 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5391 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5392 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5394 if (r_shadow_shadowmapsampler)
5395 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5396 if (r_shadow_shadowmappcf > 1)
5397 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5398 else if (r_shadow_shadowmappcf)
5399 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5402 permutation |= SHADERPERMUTATION_REFLECTION;
5403 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5404 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5405 if (rsurface.texture->reflectmasktexture)
5406 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5407 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5408 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5409 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5411 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5413 if (r_glsl_offsetmapping.integer)
5415 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5417 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5422 if (r_glsl_offsetmapping_reliefmapping.integer)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5428 // ambient model lighting
5429 mode = SHADERMODE_LIGHTDIRECTION;
5430 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5431 permutation |= SHADERPERMUTATION_GLOW;
5432 if (r_refdef.fogenabled)
5433 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5434 if (rsurface.texture->colormapping)
5435 permutation |= SHADERPERMUTATION_COLORMAPPING;
5436 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5438 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5439 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5441 if (r_shadow_shadowmapsampler)
5442 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5443 if (r_shadow_shadowmappcf > 1)
5444 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5445 else if (r_shadow_shadowmappcf)
5446 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5449 permutation |= SHADERPERMUTATION_REFLECTION;
5450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5452 if (rsurface.texture->reflectmasktexture)
5453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5454 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5455 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5456 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5460 if (r_glsl_offsetmapping.integer)
5462 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5463 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5464 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5465 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5466 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5468 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5469 if (r_glsl_offsetmapping_reliefmapping.integer)
5470 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5473 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5474 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5476 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5477 permutation |= SHADERPERMUTATION_GLOW;
5478 if (r_refdef.fogenabled)
5479 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5480 if (rsurface.texture->colormapping)
5481 permutation |= SHADERPERMUTATION_COLORMAPPING;
5482 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5484 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5485 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5487 if (r_shadow_shadowmapsampler)
5488 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5489 if (r_shadow_shadowmappcf > 1)
5490 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5491 else if (r_shadow_shadowmappcf)
5492 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5494 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5495 permutation |= SHADERPERMUTATION_REFLECTION;
5496 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5497 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5498 if (rsurface.texture->reflectmasktexture)
5499 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5500 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5502 // deluxemapping (light direction texture)
5503 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5504 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5506 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5507 permutation |= SHADERPERMUTATION_DIFFUSE;
5508 if (specularscale > 0)
5510 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5511 if (r_shadow_glossexact.integer)
5512 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5515 else if (r_glsl_deluxemapping.integer >= 2)
5517 // fake deluxemapping (uniform light direction in tangentspace)
5518 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5519 permutation |= SHADERPERMUTATION_DIFFUSE;
5520 if (specularscale > 0)
5522 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5523 if (r_shadow_glossexact.integer)
5524 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5527 else if (rsurface.uselightmaptexture)
5529 // ordinary lightmapping (q1bsp, q3bsp)
5530 mode = SHADERMODE_LIGHTMAP;
5534 // ordinary vertex coloring (q3bsp)
5535 mode = SHADERMODE_VERTEXCOLOR;
5537 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5538 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5539 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5542 colormod = dummy_colormod;
5543 switch(vid.renderpath)
5545 case RENDERPATH_D3D9:
5547 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5548 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5549 R_SetupShader_SetPermutationHLSL(mode, permutation);
5550 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5551 if (mode == SHADERMODE_LIGHTSOURCE)
5553 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5554 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5558 if (mode == SHADERMODE_LIGHTDIRECTION)
5560 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5563 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5564 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5565 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5566 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5567 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5569 if (mode == SHADERMODE_LIGHTSOURCE)
5571 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5572 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5574 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5577 // additive passes are only darkened by fog, not tinted
5578 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5579 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5583 if (mode == SHADERMODE_FLATCOLOR)
5585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5587 else if (mode == SHADERMODE_LIGHTDIRECTION)
5589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5594 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5595 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5602 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5603 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5605 // additive passes are only darkened by fog, not tinted
5606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5607 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5609 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5610 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5611 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5612 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5613 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5614 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5615 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5616 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5617 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5619 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5620 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5622 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5623 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5624 if (rsurface.texture->pantstexture)
5625 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5627 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5628 if (rsurface.texture->shirttexture)
5629 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5632 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5633 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5634 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5635 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5636 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5637 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5638 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5640 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5641 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5642 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5643 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5647 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5649 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5651 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5652 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5653 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5654 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5655 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5656 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5657 if (rsurfacepass == RSURFPASS_BACKGROUND)
5659 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5660 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5661 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5665 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5668 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5670 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5671 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5673 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5674 if (rsurface.rtlight)
5676 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5677 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5682 case RENDERPATH_D3D10:
5683 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5685 case RENDERPATH_D3D11:
5686 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5688 case RENDERPATH_GL20:
5689 if (gl_mesh_separatearrays.integer)
5691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5705 R_SetupShader_SetPermutationGLSL(mode, permutation);
5706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5707 if (mode == SHADERMODE_LIGHTSOURCE)
5709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5716 // additive passes are only darkened by fog, not tinted
5717 if (r_glsl_permutation->loc_FogColor >= 0)
5718 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5723 if (mode == SHADERMODE_FLATCOLOR)
5725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5727 else if (mode == SHADERMODE_LIGHTDIRECTION)
5729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5731 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5735 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5740 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5741 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5745 // additive passes are only darkened by fog, not tinted
5746 if (r_glsl_permutation->loc_FogColor >= 0)
5748 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5749 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5751 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5753 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5762 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5763 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5764 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5765 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5766 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5768 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5769 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5770 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5771 if (r_glsl_permutation->loc_Color_Pants >= 0)
5773 if (rsurface.texture->pantstexture)
5774 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5776 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5778 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5780 if (rsurface.texture->shirttexture)
5781 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5783 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5785 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5786 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5787 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5788 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5789 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5790 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5791 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5793 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5794 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5795 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5796 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5797 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5798 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5799 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5800 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5801 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5802 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5803 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5804 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5805 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5806 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5807 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5808 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5809 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5810 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5811 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5812 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5813 if (rsurfacepass == RSURFPASS_BACKGROUND)
5815 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5816 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5817 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5821 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5823 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5824 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5825 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5826 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5827 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5829 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5830 if (rsurface.rtlight)
5832 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5833 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5838 case RENDERPATH_CGGL:
5840 if (gl_mesh_separatearrays.integer)
5842 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5843 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5844 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5845 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5846 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5847 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5848 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5849 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5853 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5854 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5856 R_SetupShader_SetPermutationCG(mode, permutation);
5857 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5858 if (mode == SHADERMODE_LIGHTSOURCE)
5860 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5861 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5865 if (mode == SHADERMODE_LIGHTDIRECTION)
5867 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5870 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5871 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5872 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5873 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5874 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5877 if (mode == SHADERMODE_LIGHTSOURCE)
5879 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5880 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5881 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5882 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5883 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5885 // additive passes are only darkened by fog, not tinted
5886 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5887 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5891 if (mode == SHADERMODE_FLATCOLOR)
5893 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5895 else if (mode == SHADERMODE_LIGHTDIRECTION)
5897 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5898 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5899 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5900 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5901 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5902 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5903 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5907 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5908 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5909 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5910 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5911 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5913 // additive passes are only darkened by fog, not tinted
5914 if (r_cg_permutation->fp_FogColor)
5916 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5917 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5919 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5922 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5923 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5924 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5925 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5926 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5927 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5928 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5929 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5931 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5932 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5933 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5934 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5935 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5936 if (r_cg_permutation->fp_Color_Pants)
5938 if (rsurface.texture->pantstexture)
5939 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5941 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5944 if (r_cg_permutation->fp_Color_Shirt)
5946 if (rsurface.texture->shirttexture)
5947 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5949 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5952 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5953 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5954 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5955 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5956 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5957 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5958 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5960 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5961 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5962 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5963 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5964 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5965 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5966 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5967 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5968 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5969 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5970 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5971 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5972 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5973 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5974 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5975 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5976 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5977 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5978 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5979 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5980 if (rsurfacepass == RSURFPASS_BACKGROUND)
5982 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
5983 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
5984 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5988 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5990 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5991 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5992 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5993 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5994 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5996 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5997 if (rsurface.rtlight)
5999 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6000 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6007 case RENDERPATH_GL13:
6008 case RENDERPATH_GL11:
6013 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6015 // select a permutation of the lighting shader appropriate to this
6016 // combination of texture, entity, light source, and fogging, only use the
6017 // minimum features necessary to avoid wasting rendering time in the
6018 // fragment shader on features that are not being used
6019 unsigned int permutation = 0;
6020 unsigned int mode = 0;
6021 const float *lightcolorbase = rtlight->currentcolor;
6022 float ambientscale = rtlight->ambientscale;
6023 float diffusescale = rtlight->diffusescale;
6024 float specularscale = rtlight->specularscale;
6025 // this is the location of the light in view space
6026 vec3_t viewlightorigin;
6027 // this transforms from view space (camera) to light space (cubemap)
6028 matrix4x4_t viewtolight;
6029 matrix4x4_t lighttoview;
6030 float viewtolight16f[16];
6031 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6034 if (rtlight->currentcubemap != r_texture_whitecube)
6035 permutation |= SHADERPERMUTATION_CUBEFILTER;
6036 if (diffusescale > 0)
6037 permutation |= SHADERPERMUTATION_DIFFUSE;
6038 if (specularscale > 0)
6040 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6041 if (r_shadow_glossexact.integer)
6042 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6044 if (r_shadow_usingshadowmap2d)
6046 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6047 if (r_shadow_shadowmapvsdct)
6048 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6050 if (r_shadow_shadowmapsampler)
6051 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6052 if (r_shadow_shadowmappcf > 1)
6053 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6054 else if (r_shadow_shadowmappcf)
6055 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6057 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6058 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6059 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6060 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6061 switch(vid.renderpath)
6063 case RENDERPATH_D3D9:
6065 R_SetupShader_SetPermutationHLSL(mode, permutation);
6066 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6067 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6068 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6069 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6070 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6071 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6072 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6073 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6074 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6075 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6077 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6078 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6079 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6080 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6081 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6082 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6085 case RENDERPATH_D3D10:
6086 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6088 case RENDERPATH_D3D11:
6089 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6091 case RENDERPATH_GL20:
6092 R_SetupShader_SetPermutationGLSL(mode, permutation);
6093 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6094 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6095 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6096 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6097 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6098 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6099 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6100 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6101 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6102 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6104 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6105 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6106 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6107 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6108 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6109 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6111 case RENDERPATH_CGGL:
6113 R_SetupShader_SetPermutationCG(mode, permutation);
6114 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6115 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6116 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
6117 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
6118 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6119 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6120 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6121 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6122 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6123 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6125 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6126 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6127 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6128 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6129 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6130 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6133 case RENDERPATH_GL13:
6134 case RENDERPATH_GL11:
6139 #define SKINFRAME_HASH 1024
6143 int loadsequence; // incremented each level change
6144 memexpandablearray_t array;
6145 skinframe_t *hash[SKINFRAME_HASH];
6148 r_skinframe_t r_skinframe;
6150 void R_SkinFrame_PrepareForPurge(void)
6152 r_skinframe.loadsequence++;
6153 // wrap it without hitting zero
6154 if (r_skinframe.loadsequence >= 200)
6155 r_skinframe.loadsequence = 1;
6158 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6162 // mark the skinframe as used for the purging code
6163 skinframe->loadsequence = r_skinframe.loadsequence;
6166 void R_SkinFrame_Purge(void)
6170 for (i = 0;i < SKINFRAME_HASH;i++)
6172 for (s = r_skinframe.hash[i];s;s = s->next)
6174 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6176 if (s->merged == s->base)
6178 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6179 R_PurgeTexture(s->stain );s->stain = NULL;
6180 R_PurgeTexture(s->merged);s->merged = NULL;
6181 R_PurgeTexture(s->base );s->base = NULL;
6182 R_PurgeTexture(s->pants );s->pants = NULL;
6183 R_PurgeTexture(s->shirt );s->shirt = NULL;
6184 R_PurgeTexture(s->nmap );s->nmap = NULL;
6185 R_PurgeTexture(s->gloss );s->gloss = NULL;
6186 R_PurgeTexture(s->glow );s->glow = NULL;
6187 R_PurgeTexture(s->fog );s->fog = NULL;
6188 R_PurgeTexture(s->reflect);s->reflect = NULL;
6189 s->loadsequence = 0;
6195 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6197 char basename[MAX_QPATH];
6199 Image_StripImageExtension(name, basename, sizeof(basename));
6201 if( last == NULL ) {
6203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6204 item = r_skinframe.hash[hashindex];
6209 // linearly search through the hash bucket
6210 for( ; item ; item = item->next ) {
6211 if( !strcmp( item->basename, basename ) ) {
6218 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6222 char basename[MAX_QPATH];
6224 Image_StripImageExtension(name, basename, sizeof(basename));
6226 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6227 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6228 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6232 rtexture_t *dyntexture;
6233 // check whether its a dynamic texture
6234 dyntexture = CL_GetDynTexture( basename );
6235 if (!add && !dyntexture)
6237 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6238 memset(item, 0, sizeof(*item));
6239 strlcpy(item->basename, basename, sizeof(item->basename));
6240 item->base = dyntexture; // either NULL or dyntexture handle
6241 item->textureflags = textureflags;
6242 item->comparewidth = comparewidth;
6243 item->compareheight = compareheight;
6244 item->comparecrc = comparecrc;
6245 item->next = r_skinframe.hash[hashindex];
6246 r_skinframe.hash[hashindex] = item;
6248 else if( item->base == NULL )
6250 rtexture_t *dyntexture;
6251 // check whether its a dynamic texture
6252 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6253 dyntexture = CL_GetDynTexture( basename );
6254 item->base = dyntexture; // either NULL or dyntexture handle
6257 R_SkinFrame_MarkUsed(item);
6261 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6263 unsigned long long avgcolor[5], wsum; \
6271 for(pix = 0; pix < cnt; ++pix) \
6274 for(comp = 0; comp < 3; ++comp) \
6276 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6279 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6281 for(comp = 0; comp < 3; ++comp) \
6282 avgcolor[comp] += getpixel * w; \
6285 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6286 avgcolor[4] += getpixel; \
6288 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6290 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6291 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6292 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6293 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6296 extern cvar_t gl_picmip;
6297 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6300 unsigned char *pixels;
6301 unsigned char *bumppixels;
6302 unsigned char *basepixels = NULL;
6303 int basepixels_width = 0;
6304 int basepixels_height = 0;
6305 skinframe_t *skinframe;
6306 rtexture_t *ddsbase = NULL;
6307 qboolean ddshasalpha = false;
6308 float ddsavgcolor[4];
6309 char basename[MAX_QPATH];
6310 int miplevel = R_PicmipForFlags(textureflags);
6311 int savemiplevel = miplevel;
6314 if (cls.state == ca_dedicated)
6317 // return an existing skinframe if already loaded
6318 // if loading of the first image fails, don't make a new skinframe as it
6319 // would cause all future lookups of this to be missing
6320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6321 if (skinframe && skinframe->base)
6324 Image_StripImageExtension(name, basename, sizeof(basename));
6326 // check for DDS texture file first
6327 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6329 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6330 if (basepixels == NULL)
6334 // FIXME handle miplevel
6336 if (developer_loading.integer)
6337 Con_Printf("loading skin \"%s\"\n", name);
6339 // we've got some pixels to store, so really allocate this new texture now
6341 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6342 skinframe->stain = NULL;
6343 skinframe->merged = NULL;
6344 skinframe->base = NULL;
6345 skinframe->pants = NULL;
6346 skinframe->shirt = NULL;
6347 skinframe->nmap = NULL;
6348 skinframe->gloss = NULL;
6349 skinframe->glow = NULL;
6350 skinframe->fog = NULL;
6351 skinframe->reflect = NULL;
6352 skinframe->hasalpha = false;
6356 skinframe->base = ddsbase;
6357 skinframe->hasalpha = ddshasalpha;
6358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6359 if (r_loadfog && skinframe->hasalpha)
6360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6361 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6365 basepixels_width = image_width;
6366 basepixels_height = image_height;
6367 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6368 if (textureflags & TEXF_ALPHA)
6370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6372 if (basepixels[j] < 255)
6374 skinframe->hasalpha = true;
6378 if (r_loadfog && skinframe->hasalpha)
6380 // has transparent pixels
6381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6382 for (j = 0;j < image_width * image_height * 4;j += 4)
6387 pixels[j+3] = basepixels[j+3];
6389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6394 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6395 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6396 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6397 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6398 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6403 mymiplevel = savemiplevel;
6404 if (r_loadnormalmap)
6405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6414 // _norm is the name used by tenebrae and has been adopted as standard
6415 if (r_loadnormalmap && skinframe->nmap == NULL)
6417 mymiplevel = savemiplevel;
6418 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6420 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6424 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6426 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6427 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6428 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6430 Mem_Free(bumppixels);
6432 else if (r_shadow_bumpscale_basetexture.value > 0)
6434 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6435 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6436 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6439 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6440 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6443 // _luma is supported only for tenebrae compatibility
6444 // _glow is the preferred name
6445 mymiplevel = savemiplevel;
6446 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6448 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6449 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6450 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6451 Mem_Free(pixels);pixels = NULL;
6454 mymiplevel = savemiplevel;
6455 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6457 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6459 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6464 mymiplevel = savemiplevel;
6465 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6467 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6469 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6474 mymiplevel = savemiplevel;
6475 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6477 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6479 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6484 mymiplevel = savemiplevel;
6485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6487 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6488 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6489 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6495 Mem_Free(basepixels);
6500 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6501 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6504 unsigned char *temp1, *temp2;
6505 skinframe_t *skinframe;
6507 if (cls.state == ca_dedicated)
6510 // if already loaded just return it, otherwise make a new skinframe
6511 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6512 if (skinframe && skinframe->base)
6515 skinframe->stain = NULL;
6516 skinframe->merged = NULL;
6517 skinframe->base = NULL;
6518 skinframe->pants = NULL;
6519 skinframe->shirt = NULL;
6520 skinframe->nmap = NULL;
6521 skinframe->gloss = NULL;
6522 skinframe->glow = NULL;
6523 skinframe->fog = NULL;
6524 skinframe->reflect = NULL;
6525 skinframe->hasalpha = false;
6527 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6531 if (developer_loading.integer)
6532 Con_Printf("loading 32bit skin \"%s\"\n", name);
6534 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6536 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6537 temp2 = temp1 + width * height * 4;
6538 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6539 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6542 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6543 if (textureflags & TEXF_ALPHA)
6545 for (i = 3;i < width * height * 4;i += 4)
6547 if (skindata[i] < 255)
6549 skinframe->hasalpha = true;
6553 if (r_loadfog && skinframe->hasalpha)
6555 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6556 memcpy(fogpixels, skindata, width * height * 4);
6557 for (i = 0;i < width * height * 4;i += 4)
6558 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6559 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6560 Mem_Free(fogpixels);
6564 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6565 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6574 skinframe_t *skinframe;
6576 if (cls.state == ca_dedicated)
6579 // if already loaded just return it, otherwise make a new skinframe
6580 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6581 if (skinframe && skinframe->base)
6584 skinframe->stain = NULL;
6585 skinframe->merged = NULL;
6586 skinframe->base = NULL;
6587 skinframe->pants = NULL;
6588 skinframe->shirt = NULL;
6589 skinframe->nmap = NULL;
6590 skinframe->gloss = NULL;
6591 skinframe->glow = NULL;
6592 skinframe->fog = NULL;
6593 skinframe->reflect = NULL;
6594 skinframe->hasalpha = false;
6596 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6600 if (developer_loading.integer)
6601 Con_Printf("loading quake skin \"%s\"\n", name);
6603 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6604 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6605 memcpy(skinframe->qpixels, skindata, width*height);
6606 skinframe->qwidth = width;
6607 skinframe->qheight = height;
6610 for (i = 0;i < width * height;i++)
6611 featuresmask |= palette_featureflags[skindata[i]];
6613 skinframe->hasalpha = false;
6614 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6615 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6616 skinframe->qgeneratemerged = true;
6617 skinframe->qgeneratebase = skinframe->qhascolormapping;
6618 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6620 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6621 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6626 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6630 unsigned char *skindata;
6632 if (!skinframe->qpixels)
6635 if (!skinframe->qhascolormapping)
6636 colormapped = false;
6640 if (!skinframe->qgeneratebase)
6645 if (!skinframe->qgeneratemerged)
6649 width = skinframe->qwidth;
6650 height = skinframe->qheight;
6651 skindata = skinframe->qpixels;
6653 if (skinframe->qgeneratenmap)
6655 unsigned char *temp1, *temp2;
6656 skinframe->qgeneratenmap = false;
6657 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6658 temp2 = temp1 + width * height * 4;
6659 // use either a custom palette or the quake palette
6660 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6661 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6666 if (skinframe->qgenerateglow)
6668 skinframe->qgenerateglow = false;
6669 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6674 skinframe->qgeneratebase = false;
6675 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6676 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6677 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6681 skinframe->qgeneratemerged = false;
6682 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6685 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6687 Mem_Free(skinframe->qpixels);
6688 skinframe->qpixels = NULL;
6692 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6695 skinframe_t *skinframe;
6697 if (cls.state == ca_dedicated)
6700 // if already loaded just return it, otherwise make a new skinframe
6701 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6702 if (skinframe && skinframe->base)
6705 skinframe->stain = NULL;
6706 skinframe->merged = NULL;
6707 skinframe->base = NULL;
6708 skinframe->pants = NULL;
6709 skinframe->shirt = NULL;
6710 skinframe->nmap = NULL;
6711 skinframe->gloss = NULL;
6712 skinframe->glow = NULL;
6713 skinframe->fog = NULL;
6714 skinframe->reflect = NULL;
6715 skinframe->hasalpha = false;
6717 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6721 if (developer_loading.integer)
6722 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6724 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6725 if (textureflags & TEXF_ALPHA)
6727 for (i = 0;i < width * height;i++)
6729 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6731 skinframe->hasalpha = true;
6735 if (r_loadfog && skinframe->hasalpha)
6736 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6739 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6740 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6745 skinframe_t *R_SkinFrame_LoadMissing(void)
6747 skinframe_t *skinframe;
6749 if (cls.state == ca_dedicated)
6752 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6753 skinframe->stain = NULL;
6754 skinframe->merged = NULL;
6755 skinframe->base = NULL;
6756 skinframe->pants = NULL;
6757 skinframe->shirt = NULL;
6758 skinframe->nmap = NULL;
6759 skinframe->gloss = NULL;
6760 skinframe->glow = NULL;
6761 skinframe->fog = NULL;
6762 skinframe->reflect = NULL;
6763 skinframe->hasalpha = false;
6765 skinframe->avgcolor[0] = rand() / RAND_MAX;
6766 skinframe->avgcolor[1] = rand() / RAND_MAX;
6767 skinframe->avgcolor[2] = rand() / RAND_MAX;
6768 skinframe->avgcolor[3] = 1;
6773 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6774 typedef struct suffixinfo_s
6777 qboolean flipx, flipy, flipdiagonal;
6780 static suffixinfo_t suffix[3][6] =
6783 {"px", false, false, false},
6784 {"nx", false, false, false},
6785 {"py", false, false, false},
6786 {"ny", false, false, false},
6787 {"pz", false, false, false},
6788 {"nz", false, false, false}
6791 {"posx", false, false, false},
6792 {"negx", false, false, false},
6793 {"posy", false, false, false},
6794 {"negy", false, false, false},
6795 {"posz", false, false, false},
6796 {"negz", false, false, false}
6799 {"rt", true, false, true},
6800 {"lf", false, true, true},
6801 {"ft", true, true, false},
6802 {"bk", false, false, false},
6803 {"up", true, false, true},
6804 {"dn", true, false, true}
6808 static int componentorder[4] = {0, 1, 2, 3};
6810 rtexture_t *R_LoadCubemap(const char *basename)
6812 int i, j, cubemapsize;
6813 unsigned char *cubemappixels, *image_buffer;
6814 rtexture_t *cubemaptexture;
6816 // must start 0 so the first loadimagepixels has no requested width/height
6818 cubemappixels = NULL;
6819 cubemaptexture = NULL;
6820 // keep trying different suffix groups (posx, px, rt) until one loads
6821 for (j = 0;j < 3 && !cubemappixels;j++)
6823 // load the 6 images in the suffix group
6824 for (i = 0;i < 6;i++)
6826 // generate an image name based on the base and and suffix
6827 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6829 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6831 // an image loaded, make sure width and height are equal
6832 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6834 // if this is the first image to load successfully, allocate the cubemap memory
6835 if (!cubemappixels && image_width >= 1)
6837 cubemapsize = image_width;
6838 // note this clears to black, so unavailable sides are black
6839 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6841 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6843 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6846 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6848 Mem_Free(image_buffer);
6852 // if a cubemap loaded, upload it
6855 if (developer_loading.integer)
6856 Con_Printf("loading cubemap \"%s\"\n", basename);
6858 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6859 Mem_Free(cubemappixels);
6863 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6864 if (developer_loading.integer)
6866 Con_Printf("(tried tried images ");
6867 for (j = 0;j < 3;j++)
6868 for (i = 0;i < 6;i++)
6869 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6870 Con_Print(" and was unable to find any of them).\n");
6873 return cubemaptexture;
6876 rtexture_t *R_GetCubemap(const char *basename)
6879 for (i = 0;i < r_texture_numcubemaps;i++)
6880 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6881 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6882 if (i >= MAX_CUBEMAPS)
6883 return r_texture_whitecube;
6884 r_texture_numcubemaps++;
6885 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6886 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6887 return r_texture_cubemaps[i].texture;
6890 void R_FreeCubemaps(void)
6893 for (i = 0;i < r_texture_numcubemaps;i++)
6895 if (developer_loading.integer)
6896 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6897 if (r_texture_cubemaps[i].texture)
6898 R_FreeTexture(r_texture_cubemaps[i].texture);
6900 r_texture_numcubemaps = 0;
6903 void R_Main_FreeViewCache(void)
6905 if (r_refdef.viewcache.entityvisible)
6906 Mem_Free(r_refdef.viewcache.entityvisible);
6907 if (r_refdef.viewcache.world_pvsbits)
6908 Mem_Free(r_refdef.viewcache.world_pvsbits);
6909 if (r_refdef.viewcache.world_leafvisible)
6910 Mem_Free(r_refdef.viewcache.world_leafvisible);
6911 if (r_refdef.viewcache.world_surfacevisible)
6912 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6913 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6916 void R_Main_ResizeViewCache(void)
6918 int numentities = r_refdef.scene.numentities;
6919 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6920 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6921 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6922 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6923 if (r_refdef.viewcache.maxentities < numentities)
6925 r_refdef.viewcache.maxentities = numentities;
6926 if (r_refdef.viewcache.entityvisible)
6927 Mem_Free(r_refdef.viewcache.entityvisible);
6928 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6930 if (r_refdef.viewcache.world_numclusters != numclusters)
6932 r_refdef.viewcache.world_numclusters = numclusters;
6933 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6934 if (r_refdef.viewcache.world_pvsbits)
6935 Mem_Free(r_refdef.viewcache.world_pvsbits);
6936 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6938 if (r_refdef.viewcache.world_numleafs != numleafs)
6940 r_refdef.viewcache.world_numleafs = numleafs;
6941 if (r_refdef.viewcache.world_leafvisible)
6942 Mem_Free(r_refdef.viewcache.world_leafvisible);
6943 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6945 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6947 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6948 if (r_refdef.viewcache.world_surfacevisible)
6949 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6950 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6954 extern rtexture_t *loadingscreentexture;
6955 void gl_main_start(void)
6957 loadingscreentexture = NULL;
6958 r_texture_blanknormalmap = NULL;
6959 r_texture_white = NULL;
6960 r_texture_grey128 = NULL;
6961 r_texture_black = NULL;
6962 r_texture_whitecube = NULL;
6963 r_texture_normalizationcube = NULL;
6964 r_texture_fogattenuation = NULL;
6965 r_texture_fogheighttexture = NULL;
6966 r_texture_gammaramps = NULL;
6967 r_texture_numcubemaps = 0;
6969 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6970 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6972 switch(vid.renderpath)
6974 case RENDERPATH_GL20:
6975 case RENDERPATH_CGGL:
6976 case RENDERPATH_D3D9:
6977 case RENDERPATH_D3D10:
6978 case RENDERPATH_D3D11:
6979 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6980 Cvar_SetValueQuick(&gl_combine, 1);
6981 Cvar_SetValueQuick(&r_glsl, 1);
6982 r_loadnormalmap = true;
6986 case RENDERPATH_GL13:
6987 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6988 Cvar_SetValueQuick(&gl_combine, 1);
6989 Cvar_SetValueQuick(&r_glsl, 0);
6990 r_loadnormalmap = false;
6991 r_loadgloss = false;
6994 case RENDERPATH_GL11:
6995 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6996 Cvar_SetValueQuick(&gl_combine, 0);
6997 Cvar_SetValueQuick(&r_glsl, 0);
6998 r_loadnormalmap = false;
6999 r_loadgloss = false;
7005 R_FrameData_Reset();
7009 memset(r_queries, 0, sizeof(r_queries));
7011 r_qwskincache = NULL;
7012 r_qwskincache_size = 0;
7014 // set up r_skinframe loading system for textures
7015 memset(&r_skinframe, 0, sizeof(r_skinframe));
7016 r_skinframe.loadsequence = 1;
7017 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7019 r_main_texturepool = R_AllocTexturePool();
7020 R_BuildBlankTextures();
7022 if (vid.support.arb_texture_cube_map)
7025 R_BuildNormalizationCube();
7027 r_texture_fogattenuation = NULL;
7028 r_texture_fogheighttexture = NULL;
7029 r_texture_gammaramps = NULL;
7030 //r_texture_fogintensity = NULL;
7031 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7032 memset(&r_waterstate, 0, sizeof(r_waterstate));
7033 r_glsl_permutation = NULL;
7034 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7035 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7036 glslshaderstring = NULL;
7038 r_cg_permutation = NULL;
7039 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7040 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7041 cgshaderstring = NULL;
7044 r_hlsl_permutation = NULL;
7045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7046 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7047 hlslshaderstring = NULL;
7049 memset(&r_svbsp, 0, sizeof (r_svbsp));
7051 r_refdef.fogmasktable_density = 0;
7054 void gl_main_shutdown(void)
7057 R_FrameData_Reset();
7059 R_Main_FreeViewCache();
7061 switch(vid.renderpath)
7063 case RENDERPATH_GL11:
7064 case RENDERPATH_GL13:
7065 case RENDERPATH_GL20:
7066 case RENDERPATH_CGGL:
7068 qglDeleteQueriesARB(r_maxqueries, r_queries);
7070 case RENDERPATH_D3D9:
7071 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7073 case RENDERPATH_D3D10:
7074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7076 case RENDERPATH_D3D11:
7077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7083 memset(r_queries, 0, sizeof(r_queries));
7085 r_qwskincache = NULL;
7086 r_qwskincache_size = 0;
7088 // clear out the r_skinframe state
7089 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7090 memset(&r_skinframe, 0, sizeof(r_skinframe));
7093 Mem_Free(r_svbsp.nodes);
7094 memset(&r_svbsp, 0, sizeof (r_svbsp));
7095 R_FreeTexturePool(&r_main_texturepool);
7096 loadingscreentexture = NULL;
7097 r_texture_blanknormalmap = NULL;
7098 r_texture_white = NULL;
7099 r_texture_grey128 = NULL;
7100 r_texture_black = NULL;
7101 r_texture_whitecube = NULL;
7102 r_texture_normalizationcube = NULL;
7103 r_texture_fogattenuation = NULL;
7104 r_texture_fogheighttexture = NULL;
7105 r_texture_gammaramps = NULL;
7106 r_texture_numcubemaps = 0;
7107 //r_texture_fogintensity = NULL;
7108 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7109 memset(&r_waterstate, 0, sizeof(r_waterstate));
7113 extern void CL_ParseEntityLump(char *entitystring);
7114 void gl_main_newmap(void)
7116 // FIXME: move this code to client
7117 char *entities, entname[MAX_QPATH];
7119 Mem_Free(r_qwskincache);
7120 r_qwskincache = NULL;
7121 r_qwskincache_size = 0;
7124 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7125 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7127 CL_ParseEntityLump(entities);
7131 if (cl.worldmodel->brush.entities)
7132 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7134 R_Main_FreeViewCache();
7136 R_FrameData_Reset();
7139 void GL_Main_Init(void)
7141 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7143 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7144 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7145 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7146 if (gamemode == GAME_NEHAHRA)
7148 Cvar_RegisterVariable (&gl_fogenable);
7149 Cvar_RegisterVariable (&gl_fogdensity);
7150 Cvar_RegisterVariable (&gl_fogred);
7151 Cvar_RegisterVariable (&gl_foggreen);
7152 Cvar_RegisterVariable (&gl_fogblue);
7153 Cvar_RegisterVariable (&gl_fogstart);
7154 Cvar_RegisterVariable (&gl_fogend);
7155 Cvar_RegisterVariable (&gl_skyclip);
7157 Cvar_RegisterVariable(&r_motionblur);
7158 Cvar_RegisterVariable(&r_motionblur_maxblur);
7159 Cvar_RegisterVariable(&r_motionblur_bmin);
7160 Cvar_RegisterVariable(&r_motionblur_vmin);
7161 Cvar_RegisterVariable(&r_motionblur_vmax);
7162 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7163 Cvar_RegisterVariable(&r_motionblur_randomize);
7164 Cvar_RegisterVariable(&r_damageblur);
7165 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7166 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7167 Cvar_RegisterVariable(&r_equalize_entities_by);
7168 Cvar_RegisterVariable(&r_equalize_entities_to);
7169 Cvar_RegisterVariable(&r_depthfirst);
7170 Cvar_RegisterVariable(&r_useinfinitefarclip);
7171 Cvar_RegisterVariable(&r_farclip_base);
7172 Cvar_RegisterVariable(&r_farclip_world);
7173 Cvar_RegisterVariable(&r_nearclip);
7174 Cvar_RegisterVariable(&r_showbboxes);
7175 Cvar_RegisterVariable(&r_showsurfaces);
7176 Cvar_RegisterVariable(&r_showtris);
7177 Cvar_RegisterVariable(&r_shownormals);
7178 Cvar_RegisterVariable(&r_showlighting);
7179 Cvar_RegisterVariable(&r_showshadowvolumes);
7180 Cvar_RegisterVariable(&r_showcollisionbrushes);
7181 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7182 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7183 Cvar_RegisterVariable(&r_showdisabledepthtest);
7184 Cvar_RegisterVariable(&r_drawportals);
7185 Cvar_RegisterVariable(&r_drawentities);
7186 Cvar_RegisterVariable(&r_draw2d);
7187 Cvar_RegisterVariable(&r_drawworld);
7188 Cvar_RegisterVariable(&r_cullentities_trace);
7189 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7190 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7191 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7192 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7193 Cvar_RegisterVariable(&r_drawviewmodel);
7194 Cvar_RegisterVariable(&r_drawexteriormodel);
7195 Cvar_RegisterVariable(&r_speeds);
7196 Cvar_RegisterVariable(&r_fullbrights);
7197 Cvar_RegisterVariable(&r_wateralpha);
7198 Cvar_RegisterVariable(&r_dynamic);
7199 Cvar_RegisterVariable(&r_fullbright);
7200 Cvar_RegisterVariable(&r_shadows);
7201 Cvar_RegisterVariable(&r_shadows_darken);
7202 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7203 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7204 Cvar_RegisterVariable(&r_shadows_throwdistance);
7205 Cvar_RegisterVariable(&r_shadows_throwdirection);
7206 Cvar_RegisterVariable(&r_shadows_focus);
7207 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7208 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7209 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7210 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7211 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7212 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7213 Cvar_RegisterVariable(&r_fog_exp2);
7214 Cvar_RegisterVariable(&r_drawfog);
7215 Cvar_RegisterVariable(&r_transparentdepthmasking);
7216 Cvar_RegisterVariable(&r_texture_dds_load);
7217 Cvar_RegisterVariable(&r_texture_dds_save);
7218 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7219 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7220 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7221 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7222 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7223 Cvar_RegisterVariable(&r_textureunits);
7224 Cvar_RegisterVariable(&gl_combine);
7225 Cvar_RegisterVariable(&r_glsl);
7226 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7227 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7228 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7229 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7230 Cvar_RegisterVariable(&r_glsl_postprocess);
7231 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7232 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7233 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7234 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7235 Cvar_RegisterVariable(&r_water);
7236 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7237 Cvar_RegisterVariable(&r_water_clippingplanebias);
7238 Cvar_RegisterVariable(&r_water_refractdistort);
7239 Cvar_RegisterVariable(&r_water_reflectdistort);
7240 Cvar_RegisterVariable(&r_lerpsprites);
7241 Cvar_RegisterVariable(&r_lerpmodels);
7242 Cvar_RegisterVariable(&r_lerplightstyles);
7243 Cvar_RegisterVariable(&r_waterscroll);
7244 Cvar_RegisterVariable(&r_bloom);
7245 Cvar_RegisterVariable(&r_bloom_colorscale);
7246 Cvar_RegisterVariable(&r_bloom_brighten);
7247 Cvar_RegisterVariable(&r_bloom_blur);
7248 Cvar_RegisterVariable(&r_bloom_resolution);
7249 Cvar_RegisterVariable(&r_bloom_colorexponent);
7250 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7251 Cvar_RegisterVariable(&r_hdr);
7252 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7253 Cvar_RegisterVariable(&r_hdr_glowintensity);
7254 Cvar_RegisterVariable(&r_hdr_range);
7255 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7256 Cvar_RegisterVariable(&developer_texturelogging);
7257 Cvar_RegisterVariable(&gl_lightmaps);
7258 Cvar_RegisterVariable(&r_test);
7259 Cvar_RegisterVariable(&r_glsl_saturation);
7260 Cvar_RegisterVariable(&r_framedatasize);
7261 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7262 Cvar_SetValue("r_fullbrights", 0);
7263 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7265 Cvar_RegisterVariable(&r_track_sprites);
7266 Cvar_RegisterVariable(&r_track_sprites_flags);
7267 Cvar_RegisterVariable(&r_track_sprites_scalew);
7268 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7269 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7270 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7273 extern void R_Textures_Init(void);
7274 extern void GL_Draw_Init(void);
7275 extern void GL_Main_Init(void);
7276 extern void R_Shadow_Init(void);
7277 extern void R_Sky_Init(void);
7278 extern void GL_Surf_Init(void);
7279 extern void R_Particles_Init(void);
7280 extern void R_Explosion_Init(void);
7281 extern void gl_backend_init(void);
7282 extern void Sbar_Init(void);
7283 extern void R_LightningBeams_Init(void);
7284 extern void Mod_RenderInit(void);
7285 extern void Font_Init(void);
7287 void Render_Init(void)
7300 R_LightningBeams_Init();
7309 extern char *ENGINE_EXTENSIONS;
7312 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7313 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7314 gl_version = (const char *)qglGetString(GL_VERSION);
7315 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7319 if (!gl_platformextensions)
7320 gl_platformextensions = "";
7322 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7323 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7324 Con_Printf("GL_VERSION: %s\n", gl_version);
7325 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7326 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7328 VID_CheckExtensions();
7330 // LordHavoc: report supported extensions
7331 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7333 // clear to black (loading plaque will be seen over this)
7334 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7337 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7341 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7343 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7346 p = r_refdef.view.frustum + i;
7351 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7355 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7359 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7363 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7367 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7371 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7375 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7379 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7387 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7391 for (i = 0;i < numplanes;i++)
7398 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7402 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7406 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7410 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7414 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7418 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7422 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7426 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7434 //==================================================================================
7436 // LordHavoc: this stores temporary data used within the same frame
7438 qboolean r_framedata_failed;
7439 static size_t r_framedata_size;
7440 static size_t r_framedata_current;
7441 static void *r_framedata_base;
7443 void R_FrameData_Reset(void)
7445 if (r_framedata_base)
7446 Mem_Free(r_framedata_base);
7447 r_framedata_base = NULL;
7448 r_framedata_size = 0;
7449 r_framedata_current = 0;
7450 r_framedata_failed = false;
7453 void R_FrameData_NewFrame(void)
7456 if (r_framedata_failed)
7457 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7458 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7459 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7460 if (r_framedata_size != wantedsize)
7462 r_framedata_size = wantedsize;
7463 if (r_framedata_base)
7464 Mem_Free(r_framedata_base);
7465 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7467 r_framedata_current = 0;
7468 r_framedata_failed = false;
7471 void *R_FrameData_Alloc(size_t size)
7475 // align to 16 byte boundary
7476 size = (size + 15) & ~15;
7477 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7478 r_framedata_current += size;
7481 if (r_framedata_current > r_framedata_size)
7482 r_framedata_failed = true;
7484 // return NULL on everything after a failure
7485 if (r_framedata_failed)
7491 void *R_FrameData_Store(size_t size, void *data)
7493 void *d = R_FrameData_Alloc(size);
7495 memcpy(d, data, size);
7499 //==================================================================================
7501 // LordHavoc: animcache originally written by Echon, rewritten since then
7504 * Animation cache prevents re-generating mesh data for an animated model
7505 * multiple times in one frame for lighting, shadowing, reflections, etc.
7508 void R_AnimCache_Free(void)
7512 void R_AnimCache_ClearCache(void)
7515 entity_render_t *ent;
7517 for (i = 0;i < r_refdef.scene.numentities;i++)
7519 ent = r_refdef.scene.entities[i];
7520 ent->animcache_vertex3f = NULL;
7521 ent->animcache_normal3f = NULL;
7522 ent->animcache_svector3f = NULL;
7523 ent->animcache_tvector3f = NULL;
7524 ent->animcache_vertexposition = NULL;
7525 ent->animcache_vertexmesh = NULL;
7526 ent->animcache_vertexpositionbuffer = NULL;
7527 ent->animcache_vertexmeshbuffer = NULL;
7531 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7535 // identical memory layout, so no need to allocate...
7536 // this also provides the vertexposition structure to everything, e.g.
7537 // depth masked rendering currently uses it even if having separate
7539 // NOTE: get rid of this optimization if changing it to e.g. 4f
7540 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7543 // get rid of following uses of VERTEXPOSITION, change to the array:
7544 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7545 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7546 // R_DrawTextureSurfaceList_DepthOnly
7547 // R_Q1BSP_DrawShadowMap
7549 switch(vid.renderpath)
7551 case RENDERPATH_GL20:
7552 case RENDERPATH_CGGL:
7553 // need the meshbuffers if !gl_mesh_separatearrays.integer
7554 if (gl_mesh_separatearrays.integer)
7557 case RENDERPATH_D3D9:
7558 case RENDERPATH_D3D10:
7559 case RENDERPATH_D3D11:
7560 // always need the meshbuffers
7562 case RENDERPATH_GL13:
7563 case RENDERPATH_GL11:
7564 // never need the meshbuffers
7568 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7569 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7571 if (!ent->animcache_vertexposition)
7572 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7574 if (ent->animcache_vertexposition)
7577 for (i = 0;i < numvertices;i++)
7578 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7580 // TODO: upload vertex buffer?
7582 if (ent->animcache_vertexmesh)
7584 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7585 for (i = 0;i < numvertices;i++)
7586 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7587 if (ent->animcache_svector3f)
7588 for (i = 0;i < numvertices;i++)
7589 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7590 if (ent->animcache_tvector3f)
7591 for (i = 0;i < numvertices;i++)
7592 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7593 if (ent->animcache_normal3f)
7594 for (i = 0;i < numvertices;i++)
7595 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7596 // TODO: upload vertex buffer?
7600 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7602 dp_model_t *model = ent->model;
7604 // see if it's already cached this frame
7605 if (ent->animcache_vertex3f)
7607 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7608 if (wantnormals || wanttangents)
7610 if (ent->animcache_normal3f)
7611 wantnormals = false;
7612 if (ent->animcache_svector3f)
7613 wanttangents = false;
7614 if (wantnormals || wanttangents)
7616 numvertices = model->surfmesh.num_vertices;
7618 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7621 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7622 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7624 if (!r_framedata_failed)
7626 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7627 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7634 // see if this ent is worth caching
7635 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7637 // get some memory for this entity and generate mesh data
7638 numvertices = model->surfmesh.num_vertices;
7639 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7641 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7644 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7645 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7647 if (!r_framedata_failed)
7649 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7650 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7653 return !r_framedata_failed;
7656 void R_AnimCache_CacheVisibleEntities(void)
7659 qboolean wantnormals = true;
7660 qboolean wanttangents = !r_showsurfaces.integer;
7662 switch(vid.renderpath)
7664 case RENDERPATH_GL20:
7665 case RENDERPATH_CGGL:
7666 case RENDERPATH_D3D9:
7667 case RENDERPATH_D3D10:
7668 case RENDERPATH_D3D11:
7670 case RENDERPATH_GL13:
7671 case RENDERPATH_GL11:
7672 wanttangents = false;
7676 if (r_shownormals.integer)
7677 wanttangents = wantnormals = true;
7679 // TODO: thread this
7680 // NOTE: R_PrepareRTLights() also caches entities
7682 for (i = 0;i < r_refdef.scene.numentities;i++)
7683 if (r_refdef.viewcache.entityvisible[i])
7684 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7687 //==================================================================================
7689 static void R_View_UpdateEntityLighting (void)
7692 entity_render_t *ent;
7693 vec3_t tempdiffusenormal, avg;
7694 vec_t f, fa, fd, fdd;
7695 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7697 for (i = 0;i < r_refdef.scene.numentities;i++)
7699 ent = r_refdef.scene.entities[i];
7701 // skip unseen models
7702 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7706 if (ent->model && ent->model->brush.num_leafs)
7708 // TODO: use modellight for r_ambient settings on world?
7709 VectorSet(ent->modellight_ambient, 0, 0, 0);
7710 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7711 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7715 // fetch the lighting from the worldmodel data
7716 VectorClear(ent->modellight_ambient);
7717 VectorClear(ent->modellight_diffuse);
7718 VectorClear(tempdiffusenormal);
7719 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7722 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7723 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7724 if(ent->flags & RENDER_EQUALIZE)
7726 // first fix up ambient lighting...
7727 if(r_equalize_entities_minambient.value > 0)
7729 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7732 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7733 if(fa < r_equalize_entities_minambient.value * fd)
7736 // fa'/fd' = minambient
7737 // fa'+0.25*fd' = fa+0.25*fd
7739 // fa' = fd' * minambient
7740 // fd'*(0.25+minambient) = fa+0.25*fd
7742 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7743 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7745 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7746 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7747 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7748 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7753 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7755 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7756 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7759 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7760 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7761 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7767 VectorSet(ent->modellight_ambient, 1, 1, 1);
7769 // move the light direction into modelspace coordinates for lighting code
7770 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7771 if(VectorLength2(ent->modellight_lightdir) == 0)
7772 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7773 VectorNormalize(ent->modellight_lightdir);
7777 #define MAX_LINEOFSIGHTTRACES 64
7779 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7782 vec3_t boxmins, boxmaxs;
7785 dp_model_t *model = r_refdef.scene.worldmodel;
7787 if (!model || !model->brush.TraceLineOfSight)
7790 // expand the box a little
7791 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7792 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7793 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7794 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7795 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7796 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7798 // return true if eye is inside enlarged box
7799 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7803 VectorCopy(eye, start);
7804 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7805 if (model->brush.TraceLineOfSight(model, start, end))
7808 // try various random positions
7809 for (i = 0;i < numsamples;i++)
7811 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7812 if (model->brush.TraceLineOfSight(model, start, end))
7820 static void R_View_UpdateEntityVisible (void)
7825 entity_render_t *ent;
7827 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7828 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7829 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7830 : RENDER_EXTERIORMODEL;
7831 if (!r_drawviewmodel.integer)
7832 renderimask |= RENDER_VIEWMODEL;
7833 if (!r_drawexteriormodel.integer)
7834 renderimask |= RENDER_EXTERIORMODEL;
7835 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7837 // worldmodel can check visibility
7838 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7839 for (i = 0;i < r_refdef.scene.numentities;i++)
7841 ent = r_refdef.scene.entities[i];
7842 if (!(ent->flags & renderimask))
7843 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7844 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7845 r_refdef.viewcache.entityvisible[i] = true;
7847 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7848 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7850 for (i = 0;i < r_refdef.scene.numentities;i++)
7852 ent = r_refdef.scene.entities[i];
7853 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7855 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7857 continue; // temp entities do pvs only
7858 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7859 ent->last_trace_visibility = realtime;
7860 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7861 r_refdef.viewcache.entityvisible[i] = 0;
7868 // no worldmodel or it can't check visibility
7869 for (i = 0;i < r_refdef.scene.numentities;i++)
7871 ent = r_refdef.scene.entities[i];
7872 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7877 /// only used if skyrendermasked, and normally returns false
7878 int R_DrawBrushModelsSky (void)
7881 entity_render_t *ent;
7884 for (i = 0;i < r_refdef.scene.numentities;i++)
7886 if (!r_refdef.viewcache.entityvisible[i])
7888 ent = r_refdef.scene.entities[i];
7889 if (!ent->model || !ent->model->DrawSky)
7891 ent->model->DrawSky(ent);
7897 static void R_DrawNoModel(entity_render_t *ent);
7898 static void R_DrawModels(void)
7901 entity_render_t *ent;
7903 for (i = 0;i < r_refdef.scene.numentities;i++)
7905 if (!r_refdef.viewcache.entityvisible[i])
7907 ent = r_refdef.scene.entities[i];
7908 r_refdef.stats.entities++;
7909 if (ent->model && ent->model->Draw != NULL)
7910 ent->model->Draw(ent);
7916 static void R_DrawModelsDepth(void)
7919 entity_render_t *ent;
7921 for (i = 0;i < r_refdef.scene.numentities;i++)
7923 if (!r_refdef.viewcache.entityvisible[i])
7925 ent = r_refdef.scene.entities[i];
7926 if (ent->model && ent->model->DrawDepth != NULL)
7927 ent->model->DrawDepth(ent);
7931 static void R_DrawModelsDebug(void)
7934 entity_render_t *ent;
7936 for (i = 0;i < r_refdef.scene.numentities;i++)
7938 if (!r_refdef.viewcache.entityvisible[i])
7940 ent = r_refdef.scene.entities[i];
7941 if (ent->model && ent->model->DrawDebug != NULL)
7942 ent->model->DrawDebug(ent);
7946 static void R_DrawModelsAddWaterPlanes(void)
7949 entity_render_t *ent;
7951 for (i = 0;i < r_refdef.scene.numentities;i++)
7953 if (!r_refdef.viewcache.entityvisible[i])
7955 ent = r_refdef.scene.entities[i];
7956 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7957 ent->model->DrawAddWaterPlanes(ent);
7961 static void R_View_SetFrustum(void)
7964 double slopex, slopey;
7965 vec3_t forward, left, up, origin;
7967 // we can't trust r_refdef.view.forward and friends in reflected scenes
7968 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7971 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7972 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7973 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7974 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7975 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7976 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7977 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7978 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7979 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7980 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7981 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7982 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7986 zNear = r_refdef.nearclip;
7987 nudge = 1.0 - 1.0 / (1<<23);
7988 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7989 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7990 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7991 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7992 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7993 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7994 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7995 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8001 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8002 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8003 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8004 r_refdef.view.frustum[0].dist = m[15] - m[12];
8006 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8007 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8008 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8009 r_refdef.view.frustum[1].dist = m[15] + m[12];
8011 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8012 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8013 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8014 r_refdef.view.frustum[2].dist = m[15] - m[13];
8016 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8017 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8018 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8019 r_refdef.view.frustum[3].dist = m[15] + m[13];
8021 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8022 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8023 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8024 r_refdef.view.frustum[4].dist = m[15] - m[14];
8026 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8027 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8028 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8029 r_refdef.view.frustum[5].dist = m[15] + m[14];
8032 if (r_refdef.view.useperspective)
8034 slopex = 1.0 / r_refdef.view.frustum_x;
8035 slopey = 1.0 / r_refdef.view.frustum_y;
8036 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8037 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8038 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8039 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8040 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8042 // Leaving those out was a mistake, those were in the old code, and they
8043 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8044 // I couldn't reproduce it after adding those normalizations. --blub
8045 VectorNormalize(r_refdef.view.frustum[0].normal);
8046 VectorNormalize(r_refdef.view.frustum[1].normal);
8047 VectorNormalize(r_refdef.view.frustum[2].normal);
8048 VectorNormalize(r_refdef.view.frustum[3].normal);
8050 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8051 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8052 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8053 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8054 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8056 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8057 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8058 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8059 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8060 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8064 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8065 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8066 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8067 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8068 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8069 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8070 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8071 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8072 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8073 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8075 r_refdef.view.numfrustumplanes = 5;
8077 if (r_refdef.view.useclipplane)
8079 r_refdef.view.numfrustumplanes = 6;
8080 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8083 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8084 PlaneClassify(r_refdef.view.frustum + i);
8086 // LordHavoc: note to all quake engine coders, Quake had a special case
8087 // for 90 degrees which assumed a square view (wrong), so I removed it,
8088 // Quake2 has it disabled as well.
8090 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8091 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8092 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8093 //PlaneClassify(&frustum[0]);
8095 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8096 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8097 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8098 //PlaneClassify(&frustum[1]);
8100 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8101 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8102 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8103 //PlaneClassify(&frustum[2]);
8105 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8106 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8107 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8108 //PlaneClassify(&frustum[3]);
8111 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8112 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8113 //PlaneClassify(&frustum[4]);
8116 void R_View_Update(void)
8118 R_Main_ResizeViewCache();
8119 R_View_SetFrustum();
8120 R_View_WorldVisibility(r_refdef.view.useclipplane);
8121 R_View_UpdateEntityVisible();
8122 R_View_UpdateEntityLighting();
8125 void R_SetupView(qboolean allowwaterclippingplane)
8127 const float *customclipplane = NULL;
8129 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8131 // LordHavoc: couldn't figure out how to make this approach the
8132 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8133 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8134 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8135 dist = r_refdef.view.clipplane.dist;
8136 plane[0] = r_refdef.view.clipplane.normal[0];
8137 plane[1] = r_refdef.view.clipplane.normal[1];
8138 plane[2] = r_refdef.view.clipplane.normal[2];
8140 customclipplane = plane;
8143 if (!r_refdef.view.useperspective)
8144 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
8145 else if (vid.stencil && r_useinfinitefarclip.integer)
8146 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8148 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8149 R_SetViewport(&r_refdef.view.viewport);
8152 void R_EntityMatrix(const matrix4x4_t *matrix)
8154 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8156 gl_modelmatrixchanged = false;
8157 gl_modelmatrix = *matrix;
8158 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8159 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8160 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8161 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8163 switch(vid.renderpath)
8165 case RENDERPATH_D3D9:
8167 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8168 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8171 case RENDERPATH_D3D10:
8172 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8174 case RENDERPATH_D3D11:
8175 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8177 case RENDERPATH_GL20:
8178 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8179 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8180 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8182 case RENDERPATH_CGGL:
8185 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8186 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8187 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8190 case RENDERPATH_GL13:
8191 case RENDERPATH_GL11:
8192 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8198 void R_ResetViewRendering2D(void)
8200 r_viewport_t viewport;
8203 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8204 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8205 R_SetViewport(&viewport);
8206 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8207 GL_Color(1, 1, 1, 1);
8208 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8209 GL_BlendFunc(GL_ONE, GL_ZERO);
8210 GL_AlphaTest(false);
8211 GL_ScissorTest(false);
8212 GL_DepthMask(false);
8213 GL_DepthRange(0, 1);
8214 GL_DepthTest(false);
8215 GL_DepthFunc(GL_LEQUAL);
8216 R_EntityMatrix(&identitymatrix);
8217 R_Mesh_ResetTextureState();
8218 GL_PolygonOffset(0, 0);
8219 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8220 switch(vid.renderpath)
8222 case RENDERPATH_GL11:
8223 case RENDERPATH_GL13:
8224 case RENDERPATH_GL20:
8225 case RENDERPATH_CGGL:
8226 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8228 case RENDERPATH_D3D9:
8229 case RENDERPATH_D3D10:
8230 case RENDERPATH_D3D11:
8233 GL_CullFace(GL_NONE);
8236 void R_ResetViewRendering3D(void)
8241 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8242 GL_Color(1, 1, 1, 1);
8243 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8244 GL_BlendFunc(GL_ONE, GL_ZERO);
8245 GL_AlphaTest(false);
8246 GL_ScissorTest(true);
8248 GL_DepthRange(0, 1);
8250 GL_DepthFunc(GL_LEQUAL);
8251 R_EntityMatrix(&identitymatrix);
8252 R_Mesh_ResetTextureState();
8253 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8254 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8255 switch(vid.renderpath)
8257 case RENDERPATH_GL11:
8258 case RENDERPATH_GL13:
8259 case RENDERPATH_GL20:
8260 case RENDERPATH_CGGL:
8261 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8263 case RENDERPATH_D3D9:
8264 case RENDERPATH_D3D10:
8265 case RENDERPATH_D3D11:
8268 GL_CullFace(r_refdef.view.cullface_back);
8273 R_RenderView_UpdateViewVectors
8276 static void R_RenderView_UpdateViewVectors(void)
8278 // break apart the view matrix into vectors for various purposes
8279 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8280 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8281 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8282 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8283 // make an inverted copy of the view matrix for tracking sprites
8284 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8287 void R_RenderScene(void);
8288 void R_RenderWaterPlanes(void);
8290 static void R_Water_StartFrame(void)
8293 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8294 r_waterstate_waterplane_t *p;
8296 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8299 switch(vid.renderpath)
8301 case RENDERPATH_GL20:
8302 case RENDERPATH_CGGL:
8303 case RENDERPATH_D3D9:
8304 case RENDERPATH_D3D10:
8305 case RENDERPATH_D3D11:
8307 case RENDERPATH_GL13:
8308 case RENDERPATH_GL11:
8312 // set waterwidth and waterheight to the water resolution that will be
8313 // used (often less than the screen resolution for faster rendering)
8314 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8315 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8317 // calculate desired texture sizes
8318 // can't use water if the card does not support the texture size
8319 if (!r_water.integer || r_showsurfaces.integer)
8320 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8321 else if (vid.support.arb_texture_non_power_of_two)
8323 texturewidth = waterwidth;
8324 textureheight = waterheight;
8325 camerawidth = waterwidth;
8326 cameraheight = waterheight;
8330 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8331 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8332 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8333 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8336 // allocate textures as needed
8337 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8339 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8340 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8342 if (p->texture_refraction)
8343 R_FreeTexture(p->texture_refraction);
8344 p->texture_refraction = NULL;
8345 if (p->texture_reflection)
8346 R_FreeTexture(p->texture_reflection);
8347 p->texture_reflection = NULL;
8348 if (p->texture_camera)
8349 R_FreeTexture(p->texture_camera);
8350 p->texture_camera = NULL;
8352 memset(&r_waterstate, 0, sizeof(r_waterstate));
8353 r_waterstate.texturewidth = texturewidth;
8354 r_waterstate.textureheight = textureheight;
8355 r_waterstate.camerawidth = camerawidth;
8356 r_waterstate.cameraheight = cameraheight;
8359 if (r_waterstate.texturewidth)
8361 r_waterstate.enabled = true;
8363 // when doing a reduced render (HDR) we want to use a smaller area
8364 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8365 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8367 // set up variables that will be used in shader setup
8368 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8369 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8370 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8371 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8374 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8375 r_waterstate.numwaterplanes = 0;
8378 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8380 int triangleindex, planeindex;
8387 r_waterstate_waterplane_t *p;
8388 texture_t *t = R_GetCurrentTexture(surface->texture);
8389 cam_ent = t->camera_entity;
8390 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8393 // just use the first triangle with a valid normal for any decisions
8394 VectorClear(normal);
8395 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8397 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8398 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8399 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8400 TriangleNormal(vert[0], vert[1], vert[2], normal);
8401 if (VectorLength2(normal) >= 0.001)
8405 VectorCopy(normal, plane.normal);
8406 VectorNormalize(plane.normal);
8407 plane.dist = DotProduct(vert[0], plane.normal);
8408 PlaneClassify(&plane);
8409 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8411 // skip backfaces (except if nocullface is set)
8412 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8414 VectorNegate(plane.normal, plane.normal);
8416 PlaneClassify(&plane);
8420 // find a matching plane if there is one
8421 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8422 if(p->camera_entity == t->camera_entity)
8423 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8425 if (planeindex >= r_waterstate.maxwaterplanes)
8426 return; // nothing we can do, out of planes
8428 // if this triangle does not fit any known plane rendered this frame, add one
8429 if (planeindex >= r_waterstate.numwaterplanes)
8431 // store the new plane
8432 r_waterstate.numwaterplanes++;
8434 // clear materialflags and pvs
8435 p->materialflags = 0;
8436 p->pvsvalid = false;
8437 p->camera_entity = t->camera_entity;
8439 // merge this surface's materialflags into the waterplane
8440 p->materialflags |= t->currentmaterialflags;
8441 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8443 // merge this surface's PVS into the waterplane
8444 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8445 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8446 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8448 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8454 static void R_Water_ProcessPlanes(void)
8456 r_refdef_view_t originalview;
8457 r_refdef_view_t myview;
8459 r_waterstate_waterplane_t *p;
8462 originalview = r_refdef.view;
8464 // make sure enough textures are allocated
8465 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8467 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8469 if (!p->texture_refraction)
8470 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);
8471 if (!p->texture_refraction)
8474 else if (p->materialflags & MATERIALFLAG_CAMERA)
8476 if (!p->texture_camera)
8477 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);
8478 if (!p->texture_camera)
8482 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8484 if (!p->texture_reflection)
8485 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);
8486 if (!p->texture_reflection)
8492 r_refdef.view = originalview;
8493 r_refdef.view.showdebug = false;
8494 r_refdef.view.width = r_waterstate.waterwidth;
8495 r_refdef.view.height = r_waterstate.waterheight;
8496 r_refdef.view.useclipplane = true;
8497 myview = r_refdef.view;
8498 r_waterstate.renderingscene = true;
8499 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8501 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8503 r_refdef.view = myview;
8504 // render reflected scene and copy into texture
8505 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8506 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8507 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8508 r_refdef.view.clipplane = p->plane;
8509 // reverse the cullface settings for this render
8510 r_refdef.view.cullface_front = GL_FRONT;
8511 r_refdef.view.cullface_back = GL_BACK;
8512 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8514 r_refdef.view.usecustompvs = true;
8516 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8518 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8521 R_ResetViewRendering3D();
8522 R_ClearScreen(r_refdef.fogenabled);
8526 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);
8529 // render the normal view scene and copy into texture
8530 // (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)
8531 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8533 r_waterstate.renderingrefraction = true;
8534 r_refdef.view = myview;
8536 r_refdef.view.clipplane = p->plane;
8537 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8538 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8540 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8542 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8543 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8544 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8545 R_RenderView_UpdateViewVectors();
8546 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8548 r_refdef.view.usecustompvs = true;
8549 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);
8553 PlaneClassify(&r_refdef.view.clipplane);
8555 R_ResetViewRendering3D();
8556 R_ClearScreen(r_refdef.fogenabled);
8560 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);
8561 r_waterstate.renderingrefraction = false;
8563 else if (p->materialflags & MATERIALFLAG_CAMERA)
8565 r_refdef.view = myview;
8567 r_refdef.view.clipplane = p->plane;
8568 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8569 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8571 r_refdef.view.width = r_waterstate.camerawidth;
8572 r_refdef.view.height = r_waterstate.cameraheight;
8573 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8574 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8576 if(p->camera_entity)
8578 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8579 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8582 // reverse the cullface settings for this render
8583 r_refdef.view.cullface_front = GL_FRONT;
8584 r_refdef.view.cullface_back = GL_BACK;
8585 // also reverse the view matrix
8586 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
8587 R_RenderView_UpdateViewVectors();
8588 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8590 r_refdef.view.usecustompvs = true;
8591 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);
8594 // camera needs no clipplane
8595 r_refdef.view.useclipplane = false;
8597 PlaneClassify(&r_refdef.view.clipplane);
8599 R_ResetViewRendering3D();
8600 R_ClearScreen(r_refdef.fogenabled);
8604 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);
8605 r_waterstate.renderingrefraction = false;
8609 r_waterstate.renderingscene = false;
8610 r_refdef.view = originalview;
8611 R_ResetViewRendering3D();
8612 R_ClearScreen(r_refdef.fogenabled);
8616 r_refdef.view = originalview;
8617 r_waterstate.renderingscene = false;
8618 Cvar_SetValueQuick(&r_water, 0);
8619 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8623 void R_Bloom_StartFrame(void)
8625 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8627 switch(vid.renderpath)
8629 case RENDERPATH_GL20:
8630 case RENDERPATH_CGGL:
8631 case RENDERPATH_D3D9:
8632 case RENDERPATH_D3D10:
8633 case RENDERPATH_D3D11:
8635 case RENDERPATH_GL13:
8636 case RENDERPATH_GL11:
8640 // set bloomwidth and bloomheight to the bloom resolution that will be
8641 // used (often less than the screen resolution for faster rendering)
8642 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8643 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8644 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8645 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8646 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8648 // calculate desired texture sizes
8649 if (vid.support.arb_texture_non_power_of_two)
8651 screentexturewidth = r_refdef.view.width;
8652 screentextureheight = r_refdef.view.height;
8653 bloomtexturewidth = r_bloomstate.bloomwidth;
8654 bloomtextureheight = r_bloomstate.bloomheight;
8658 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8659 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8660 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8661 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8664 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))
8666 Cvar_SetValueQuick(&r_hdr, 0);
8667 Cvar_SetValueQuick(&r_bloom, 0);
8668 Cvar_SetValueQuick(&r_motionblur, 0);
8669 Cvar_SetValueQuick(&r_damageblur, 0);
8672 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)))
8673 screentexturewidth = screentextureheight = 0;
8674 if (!r_hdr.integer && !r_bloom.integer)
8675 bloomtexturewidth = bloomtextureheight = 0;
8677 // allocate textures as needed
8678 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8680 if (r_bloomstate.texture_screen)
8681 R_FreeTexture(r_bloomstate.texture_screen);
8682 r_bloomstate.texture_screen = NULL;
8683 r_bloomstate.screentexturewidth = screentexturewidth;
8684 r_bloomstate.screentextureheight = screentextureheight;
8685 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8686 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);
8688 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8690 if (r_bloomstate.texture_bloom)
8691 R_FreeTexture(r_bloomstate.texture_bloom);
8692 r_bloomstate.texture_bloom = NULL;
8693 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8694 r_bloomstate.bloomtextureheight = bloomtextureheight;
8695 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8696 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);
8699 // when doing a reduced render (HDR) we want to use a smaller area
8700 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8701 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8702 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8703 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8704 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8706 // set up a texcoord array for the full resolution screen image
8707 // (we have to keep this around to copy back during final render)
8708 r_bloomstate.screentexcoord2f[0] = 0;
8709 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8710 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8711 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8712 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8713 r_bloomstate.screentexcoord2f[5] = 0;
8714 r_bloomstate.screentexcoord2f[6] = 0;
8715 r_bloomstate.screentexcoord2f[7] = 0;
8717 // set up a texcoord array for the reduced resolution bloom image
8718 // (which will be additive blended over the screen image)
8719 r_bloomstate.bloomtexcoord2f[0] = 0;
8720 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8721 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8722 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8723 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8724 r_bloomstate.bloomtexcoord2f[5] = 0;
8725 r_bloomstate.bloomtexcoord2f[6] = 0;
8726 r_bloomstate.bloomtexcoord2f[7] = 0;
8728 switch(vid.renderpath)
8730 case RENDERPATH_GL11:
8731 case RENDERPATH_GL13:
8732 case RENDERPATH_GL20:
8733 case RENDERPATH_CGGL:
8735 case RENDERPATH_D3D9:
8736 case RENDERPATH_D3D10:
8737 case RENDERPATH_D3D11:
8740 for (i = 0;i < 4;i++)
8742 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8743 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8744 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8745 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8751 if (r_hdr.integer || r_bloom.integer)
8753 r_bloomstate.enabled = true;
8754 r_bloomstate.hdr = r_hdr.integer != 0;
8757 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);
8760 void R_Bloom_CopyBloomTexture(float colorscale)
8762 r_refdef.stats.bloom++;
8764 // scale down screen texture to the bloom texture size
8766 R_SetViewport(&r_bloomstate.viewport);
8767 GL_BlendFunc(GL_ONE, GL_ZERO);
8768 GL_Color(colorscale, colorscale, colorscale, 1);
8769 // 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...
8770 switch(vid.renderpath)
8772 case RENDERPATH_GL11:
8773 case RENDERPATH_GL13:
8774 case RENDERPATH_GL20:
8775 case RENDERPATH_CGGL:
8776 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8778 case RENDERPATH_D3D9:
8779 case RENDERPATH_D3D10:
8780 case RENDERPATH_D3D11:
8781 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8784 // TODO: do boxfilter scale-down in shader?
8785 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8786 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8787 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8789 // we now have a bloom image in the framebuffer
8790 // copy it into the bloom image texture for later processing
8791 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);
8792 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8795 void R_Bloom_CopyHDRTexture(void)
8797 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);
8798 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8801 void R_Bloom_MakeTexture(void)
8804 float xoffset, yoffset, r, brighten;
8806 r_refdef.stats.bloom++;
8808 R_ResetViewRendering2D();
8810 // we have a bloom image in the framebuffer
8812 R_SetViewport(&r_bloomstate.viewport);
8814 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8817 r = bound(0, r_bloom_colorexponent.value / x, 1);
8818 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8820 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8821 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8822 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8823 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8825 // copy the vertically blurred bloom view to a texture
8826 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);
8827 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8830 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8831 brighten = r_bloom_brighten.value;
8833 brighten *= r_hdr_range.value;
8834 brighten = sqrt(brighten);
8836 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8837 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8839 for (dir = 0;dir < 2;dir++)
8841 // blend on at multiple vertical offsets to achieve a vertical blur
8842 // TODO: do offset blends using GLSL
8843 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8844 GL_BlendFunc(GL_ONE, GL_ZERO);
8845 for (x = -range;x <= range;x++)
8847 if (!dir){xoffset = 0;yoffset = x;}
8848 else {xoffset = x;yoffset = 0;}
8849 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8850 yoffset /= (float)r_bloomstate.bloomtextureheight;
8851 // compute a texcoord array with the specified x and y offset
8852 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8853 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8854 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8855 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8856 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8857 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8858 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8859 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8860 // this r value looks like a 'dot' particle, fading sharply to
8861 // black at the edges
8862 // (probably not realistic but looks good enough)
8863 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8864 //r = brighten/(range*2+1);
8865 r = brighten / (range * 2 + 1);
8867 r *= (1 - x*x/(float)(range*range));
8868 GL_Color(r, r, r, 1);
8869 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8870 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8871 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8872 GL_BlendFunc(GL_ONE, GL_ONE);
8875 // copy the vertically blurred bloom view to a texture
8876 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);
8877 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8881 void R_HDR_RenderBloomTexture(void)
8883 int oldwidth, oldheight;
8884 float oldcolorscale;
8886 oldcolorscale = r_refdef.view.colorscale;
8887 oldwidth = r_refdef.view.width;
8888 oldheight = r_refdef.view.height;
8889 r_refdef.view.width = r_bloomstate.bloomwidth;
8890 r_refdef.view.height = r_bloomstate.bloomheight;
8892 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8893 // TODO: add exposure compensation features
8894 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8896 r_refdef.view.showdebug = false;
8897 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8899 R_ResetViewRendering3D();
8901 R_ClearScreen(r_refdef.fogenabled);
8902 if (r_timereport_active)
8903 R_TimeReport("HDRclear");
8906 if (r_timereport_active)
8907 R_TimeReport("visibility");
8909 // only do secondary renders with HDR if r_hdr is 2 or higher
8910 r_waterstate.numwaterplanes = 0;
8911 if (r_waterstate.enabled && r_hdr.integer >= 2)
8912 R_RenderWaterPlanes();
8914 r_refdef.view.showdebug = true;
8916 r_waterstate.numwaterplanes = 0;
8918 R_ResetViewRendering2D();
8920 R_Bloom_CopyHDRTexture();
8921 R_Bloom_MakeTexture();
8923 // restore the view settings
8924 r_refdef.view.width = oldwidth;
8925 r_refdef.view.height = oldheight;
8926 r_refdef.view.colorscale = oldcolorscale;
8928 R_ResetViewRendering3D();
8930 R_ClearScreen(r_refdef.fogenabled);
8931 if (r_timereport_active)
8932 R_TimeReport("viewclear");
8935 static void R_BlendView(void)
8937 unsigned int permutation;
8938 float uservecs[4][4];
8940 switch (vid.renderpath)
8942 case RENDERPATH_GL20:
8943 case RENDERPATH_CGGL:
8944 case RENDERPATH_D3D9:
8945 case RENDERPATH_D3D10:
8946 case RENDERPATH_D3D11:
8948 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8949 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8950 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8951 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8952 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8954 if (r_bloomstate.texture_screen)
8956 // make sure the buffer is available
8957 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8959 R_ResetViewRendering2D();
8961 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8963 // declare variables
8965 static float avgspeed;
8967 speed = VectorLength(cl.movement_velocity);
8969 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8970 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8972 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8973 speed = bound(0, speed, 1);
8974 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8976 // calculate values into a standard alpha
8977 cl.motionbluralpha = 1 - exp(-
8979 (r_motionblur.value * speed / 80)
8981 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8984 max(0.0001, cl.time - cl.oldtime) // fps independent
8987 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8988 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8990 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8992 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8993 GL_Color(1, 1, 1, cl.motionbluralpha);
8994 switch(vid.renderpath)
8996 case RENDERPATH_GL11:
8997 case RENDERPATH_GL13:
8998 case RENDERPATH_GL20:
8999 case RENDERPATH_CGGL:
9000 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9002 case RENDERPATH_D3D9:
9003 case RENDERPATH_D3D10:
9004 case RENDERPATH_D3D11:
9005 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
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_refdef.view.viewport.width * r_refdef.view.viewport.height;
9014 // copy view into the screen texture
9015 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);
9016 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9018 else if (!r_bloomstate.texture_bloom)
9020 // we may still have to do view tint...
9021 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9023 // apply a color tint to the whole view
9024 R_ResetViewRendering2D();
9025 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9026 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9027 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9029 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9031 break; // no screen processing, no bloom, skip it
9034 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9036 // render simple bloom effect
9037 // copy the screen and shrink it and darken it for the bloom process
9038 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9039 // make the bloom texture
9040 R_Bloom_MakeTexture();
9043 #if _MSC_VER >= 1400
9044 #define sscanf sscanf_s
9046 memset(uservecs, 0, sizeof(uservecs));
9047 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9048 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9049 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9050 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9052 R_ResetViewRendering2D();
9053 GL_Color(1, 1, 1, 1);
9054 GL_BlendFunc(GL_ONE, GL_ZERO);
9056 switch(vid.renderpath)
9058 case RENDERPATH_GL20:
9059 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9060 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9061 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9062 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9063 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9064 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]);
9065 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9066 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]);
9067 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]);
9068 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]);
9069 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]);
9070 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9071 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9072 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);
9074 case RENDERPATH_CGGL:
9076 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9077 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9078 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9079 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9080 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9081 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
9082 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9083 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
9084 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
9085 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
9086 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
9087 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9088 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9089 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);
9092 case RENDERPATH_D3D9:
9094 // 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...
9095 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9096 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9097 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9098 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9099 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9100 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9101 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9102 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9103 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9104 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9105 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9106 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9107 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9108 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9111 case RENDERPATH_D3D10:
9112 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9114 case RENDERPATH_D3D11:
9115 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9120 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9121 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9123 case RENDERPATH_GL13:
9124 case RENDERPATH_GL11:
9125 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9127 // apply a color tint to the whole view
9128 R_ResetViewRendering2D();
9129 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9130 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9131 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9133 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9139 matrix4x4_t r_waterscrollmatrix;
9141 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9143 if (r_refdef.fog_density)
9145 r_refdef.fogcolor[0] = r_refdef.fog_red;
9146 r_refdef.fogcolor[1] = r_refdef.fog_green;
9147 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9149 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9150 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9151 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9152 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9156 VectorCopy(r_refdef.fogcolor, fogvec);
9157 // color.rgb *= ContrastBoost * SceneBrightness;
9158 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9159 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9160 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9161 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9166 void R_UpdateVariables(void)
9170 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9172 r_refdef.farclip = r_farclip_base.value;
9173 if (r_refdef.scene.worldmodel)
9174 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9175 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9177 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9178 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9179 r_refdef.polygonfactor = 0;
9180 r_refdef.polygonoffset = 0;
9181 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9182 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9184 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9185 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9186 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9187 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9188 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9189 if (r_showsurfaces.integer)
9191 r_refdef.scene.rtworld = false;
9192 r_refdef.scene.rtworldshadows = false;
9193 r_refdef.scene.rtdlight = false;
9194 r_refdef.scene.rtdlightshadows = false;
9195 r_refdef.lightmapintensity = 0;
9198 if (gamemode == GAME_NEHAHRA)
9200 if (gl_fogenable.integer)
9202 r_refdef.oldgl_fogenable = true;
9203 r_refdef.fog_density = gl_fogdensity.value;
9204 r_refdef.fog_red = gl_fogred.value;
9205 r_refdef.fog_green = gl_foggreen.value;
9206 r_refdef.fog_blue = gl_fogblue.value;
9207 r_refdef.fog_alpha = 1;
9208 r_refdef.fog_start = 0;
9209 r_refdef.fog_end = gl_skyclip.value;
9210 r_refdef.fog_height = 1<<30;
9211 r_refdef.fog_fadedepth = 128;
9213 else if (r_refdef.oldgl_fogenable)
9215 r_refdef.oldgl_fogenable = false;
9216 r_refdef.fog_density = 0;
9217 r_refdef.fog_red = 0;
9218 r_refdef.fog_green = 0;
9219 r_refdef.fog_blue = 0;
9220 r_refdef.fog_alpha = 0;
9221 r_refdef.fog_start = 0;
9222 r_refdef.fog_end = 0;
9223 r_refdef.fog_height = 1<<30;
9224 r_refdef.fog_fadedepth = 128;
9228 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9229 r_refdef.fog_start = max(0, r_refdef.fog_start);
9230 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9232 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9234 if (r_refdef.fog_density && r_drawfog.integer)
9236 r_refdef.fogenabled = true;
9237 // this is the point where the fog reaches 0.9986 alpha, which we
9238 // consider a good enough cutoff point for the texture
9239 // (0.9986 * 256 == 255.6)
9240 if (r_fog_exp2.integer)
9241 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9243 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9244 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9245 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9246 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9247 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9248 R_BuildFogHeightTexture();
9249 // fog color was already set
9250 // update the fog texture
9251 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)
9252 R_BuildFogTexture();
9253 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9254 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9257 r_refdef.fogenabled = false;
9259 switch(vid.renderpath)
9261 case RENDERPATH_GL20:
9262 case RENDERPATH_CGGL:
9263 case RENDERPATH_D3D9:
9264 case RENDERPATH_D3D10:
9265 case RENDERPATH_D3D11:
9266 if(v_glslgamma.integer && !vid_gammatables_trivial)
9268 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9270 // build GLSL gamma texture
9271 #define RAMPWIDTH 256
9272 unsigned short ramp[RAMPWIDTH * 3];
9273 unsigned char rampbgr[RAMPWIDTH][4];
9276 r_texture_gammaramps_serial = vid_gammatables_serial;
9278 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9279 for(i = 0; i < RAMPWIDTH; ++i)
9281 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9282 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9283 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9286 if (r_texture_gammaramps)
9288 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9292 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9298 // remove GLSL gamma texture
9301 case RENDERPATH_GL13:
9302 case RENDERPATH_GL11:
9307 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9308 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9314 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9315 if( scenetype != r_currentscenetype ) {
9316 // store the old scenetype
9317 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9318 r_currentscenetype = scenetype;
9319 // move in the new scene
9320 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9329 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9331 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9332 if( scenetype == r_currentscenetype ) {
9333 return &r_refdef.scene;
9335 return &r_scenes_store[ scenetype ];
9344 void R_RenderView(void)
9346 if (r_timereport_active)
9347 R_TimeReport("start");
9348 r_textureframe++; // used only by R_GetCurrentTexture
9349 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9351 if (!r_drawentities.integer)
9352 r_refdef.scene.numentities = 0;
9354 R_AnimCache_ClearCache();
9355 R_FrameData_NewFrame();
9357 if (r_refdef.view.isoverlay)
9359 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9360 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9361 R_TimeReport("depthclear");
9363 r_refdef.view.showdebug = false;
9365 r_waterstate.enabled = false;
9366 r_waterstate.numwaterplanes = 0;
9374 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9375 return; //Host_Error ("R_RenderView: NULL worldmodel");
9377 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9379 R_RenderView_UpdateViewVectors();
9381 R_Shadow_UpdateWorldLightSelection();
9383 R_Bloom_StartFrame();
9384 R_Water_StartFrame();
9387 if (r_timereport_active)
9388 R_TimeReport("viewsetup");
9390 R_ResetViewRendering3D();
9392 if (r_refdef.view.clear || r_refdef.fogenabled)
9394 R_ClearScreen(r_refdef.fogenabled);
9395 if (r_timereport_active)
9396 R_TimeReport("viewclear");
9398 r_refdef.view.clear = true;
9400 // this produces a bloom texture to be used in R_BlendView() later
9401 if (r_hdr.integer && r_bloomstate.bloomwidth)
9403 R_HDR_RenderBloomTexture();
9404 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9405 r_textureframe++; // used only by R_GetCurrentTexture
9408 r_refdef.view.showdebug = true;
9411 if (r_timereport_active)
9412 R_TimeReport("visibility");
9414 r_waterstate.numwaterplanes = 0;
9415 if (r_waterstate.enabled)
9416 R_RenderWaterPlanes();
9419 r_waterstate.numwaterplanes = 0;
9422 if (r_timereport_active)
9423 R_TimeReport("blendview");
9425 GL_Scissor(0, 0, vid.width, vid.height);
9426 GL_ScissorTest(false);
9430 void R_RenderWaterPlanes(void)
9432 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9434 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9435 if (r_timereport_active)
9436 R_TimeReport("waterworld");
9439 // don't let sound skip if going slow
9440 if (r_refdef.scene.extraupdate)
9443 R_DrawModelsAddWaterPlanes();
9444 if (r_timereport_active)
9445 R_TimeReport("watermodels");
9447 if (r_waterstate.numwaterplanes)
9449 R_Water_ProcessPlanes();
9450 if (r_timereport_active)
9451 R_TimeReport("waterscenes");
9455 extern void R_DrawLightningBeams (void);
9456 extern void VM_CL_AddPolygonsToMeshQueue (void);
9457 extern void R_DrawPortals (void);
9458 extern cvar_t cl_locs_show;
9459 static void R_DrawLocs(void);
9460 static void R_DrawEntityBBoxes(void);
9461 static void R_DrawModelDecals(void);
9462 extern void R_DrawModelShadows(void);
9463 extern void R_DrawModelShadowMaps(void);
9464 extern cvar_t cl_decals_newsystem;
9465 extern qboolean r_shadow_usingdeferredprepass;
9466 void R_RenderScene(void)
9468 qboolean shadowmapping = false;
9470 if (r_timereport_active)
9471 R_TimeReport("beginscene");
9473 r_refdef.stats.renders++;
9477 // don't let sound skip if going slow
9478 if (r_refdef.scene.extraupdate)
9481 R_MeshQueue_BeginScene();
9485 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);
9487 if (r_timereport_active)
9488 R_TimeReport("skystartframe");
9490 if (cl.csqc_vidvars.drawworld)
9492 // don't let sound skip if going slow
9493 if (r_refdef.scene.extraupdate)
9496 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9498 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9499 if (r_timereport_active)
9500 R_TimeReport("worldsky");
9503 if (R_DrawBrushModelsSky() && r_timereport_active)
9504 R_TimeReport("bmodelsky");
9506 if (skyrendermasked && skyrenderlater)
9508 // we have to force off the water clipping plane while rendering sky
9512 if (r_timereport_active)
9513 R_TimeReport("sky");
9517 R_AnimCache_CacheVisibleEntities();
9518 if (r_timereport_active)
9519 R_TimeReport("animation");
9521 R_Shadow_PrepareLights();
9522 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9523 R_Shadow_PrepareModelShadows();
9524 if (r_timereport_active)
9525 R_TimeReport("preparelights");
9527 if (R_Shadow_ShadowMappingEnabled())
9528 shadowmapping = true;
9530 if (r_shadow_usingdeferredprepass)
9531 R_Shadow_DrawPrepass();
9533 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9535 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9536 if (r_timereport_active)
9537 R_TimeReport("worlddepth");
9539 if (r_depthfirst.integer >= 2)
9541 R_DrawModelsDepth();
9542 if (r_timereport_active)
9543 R_TimeReport("modeldepth");
9546 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9548 R_DrawModelShadowMaps();
9549 R_ResetViewRendering3D();
9550 // don't let sound skip if going slow
9551 if (r_refdef.scene.extraupdate)
9555 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9557 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9558 if (r_timereport_active)
9559 R_TimeReport("world");
9562 // don't let sound skip if going slow
9563 if (r_refdef.scene.extraupdate)
9567 if (r_timereport_active)
9568 R_TimeReport("models");
9570 // don't let sound skip if going slow
9571 if (r_refdef.scene.extraupdate)
9574 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9576 R_DrawModelShadows();
9577 R_ResetViewRendering3D();
9578 // don't let sound skip if going slow
9579 if (r_refdef.scene.extraupdate)
9583 if (!r_shadow_usingdeferredprepass)
9585 R_Shadow_DrawLights();
9586 if (r_timereport_active)
9587 R_TimeReport("rtlights");
9590 // don't let sound skip if going slow
9591 if (r_refdef.scene.extraupdate)
9594 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9596 R_DrawModelShadows();
9597 R_ResetViewRendering3D();
9598 // don't let sound skip if going slow
9599 if (r_refdef.scene.extraupdate)
9603 if (cl.csqc_vidvars.drawworld)
9605 if (cl_decals_newsystem.integer)
9607 R_DrawModelDecals();
9608 if (r_timereport_active)
9609 R_TimeReport("modeldecals");
9614 if (r_timereport_active)
9615 R_TimeReport("decals");
9619 if (r_timereport_active)
9620 R_TimeReport("particles");
9623 if (r_timereport_active)
9624 R_TimeReport("explosions");
9626 R_DrawLightningBeams();
9627 if (r_timereport_active)
9628 R_TimeReport("lightning");
9631 VM_CL_AddPolygonsToMeshQueue();
9633 if (r_refdef.view.showdebug)
9635 if (cl_locs_show.integer)
9638 if (r_timereport_active)
9639 R_TimeReport("showlocs");
9642 if (r_drawportals.integer)
9645 if (r_timereport_active)
9646 R_TimeReport("portals");
9649 if (r_showbboxes.value > 0)
9651 R_DrawEntityBBoxes();
9652 if (r_timereport_active)
9653 R_TimeReport("bboxes");
9657 R_MeshQueue_RenderTransparent();
9658 if (r_timereport_active)
9659 R_TimeReport("drawtrans");
9661 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))
9663 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9664 if (r_timereport_active)
9665 R_TimeReport("worlddebug");
9666 R_DrawModelsDebug();
9667 if (r_timereport_active)
9668 R_TimeReport("modeldebug");
9671 if (cl.csqc_vidvars.drawworld)
9673 R_Shadow_DrawCoronas();
9674 if (r_timereport_active)
9675 R_TimeReport("coronas");
9678 // don't let sound skip if going slow
9679 if (r_refdef.scene.extraupdate)
9682 R_ResetViewRendering2D();
9685 static const unsigned short bboxelements[36] =
9695 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9698 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9700 RSurf_ActiveWorldEntity();
9702 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9703 GL_DepthMask(false);
9704 GL_DepthRange(0, 1);
9705 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9706 R_Mesh_ResetTextureState();
9708 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9709 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9710 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9711 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9712 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9713 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9714 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9715 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9716 R_FillColors(color4f, 8, cr, cg, cb, ca);
9717 if (r_refdef.fogenabled)
9719 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9721 f1 = RSurf_FogVertex(v);
9723 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9724 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9725 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9728 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9729 R_Mesh_ResetTextureState();
9730 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9731 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9734 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9738 prvm_edict_t *edict;
9739 prvm_prog_t *prog_save = prog;
9741 // this function draws bounding boxes of server entities
9745 GL_CullFace(GL_NONE);
9746 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9750 for (i = 0;i < numsurfaces;i++)
9752 edict = PRVM_EDICT_NUM(surfacelist[i]);
9753 switch ((int)edict->fields.server->solid)
9755 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9756 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9757 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9758 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9759 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9760 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9762 color[3] *= r_showbboxes.value;
9763 color[3] = bound(0, color[3], 1);
9764 GL_DepthTest(!r_showdisabledepthtest.integer);
9765 GL_CullFace(r_refdef.view.cullface_front);
9766 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9772 static void R_DrawEntityBBoxes(void)
9775 prvm_edict_t *edict;
9777 prvm_prog_t *prog_save = prog;
9779 // this function draws bounding boxes of server entities
9785 for (i = 0;i < prog->num_edicts;i++)
9787 edict = PRVM_EDICT_NUM(i);
9788 if (edict->priv.server->free)
9790 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9791 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9793 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9795 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9796 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9802 static const int nomodelelement3i[24] =
9814 static const unsigned short nomodelelement3s[24] =
9826 static const float nomodelvertex3f[6*3] =
9836 static const float nomodelcolor4f[6*4] =
9838 0.0f, 0.0f, 0.5f, 1.0f,
9839 0.0f, 0.0f, 0.5f, 1.0f,
9840 0.0f, 0.5f, 0.0f, 1.0f,
9841 0.0f, 0.5f, 0.0f, 1.0f,
9842 0.5f, 0.0f, 0.0f, 1.0f,
9843 0.5f, 0.0f, 0.0f, 1.0f
9846 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9852 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);
9854 // this is only called once per entity so numsurfaces is always 1, and
9855 // surfacelist is always {0}, so this code does not handle batches
9857 if (rsurface.ent_flags & RENDER_ADDITIVE)
9859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9860 GL_DepthMask(false);
9862 else if (rsurface.colormod[3] < 1)
9864 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9865 GL_DepthMask(false);
9869 GL_BlendFunc(GL_ONE, GL_ZERO);
9872 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9873 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9874 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9875 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9876 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9877 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9878 for (i = 0, c = color4f;i < 6;i++, c += 4)
9880 c[0] *= rsurface.colormod[0];
9881 c[1] *= rsurface.colormod[1];
9882 c[2] *= rsurface.colormod[2];
9883 c[3] *= rsurface.colormod[3];
9885 if (r_refdef.fogenabled)
9887 for (i = 0, c = color4f;i < 6;i++, c += 4)
9889 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9891 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9892 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9893 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9896 R_Mesh_ResetTextureState();
9897 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9898 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9901 void R_DrawNoModel(entity_render_t *ent)
9904 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9905 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9906 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9908 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9911 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9913 vec3_t right1, right2, diff, normal;
9915 VectorSubtract (org2, org1, normal);
9917 // calculate 'right' vector for start
9918 VectorSubtract (r_refdef.view.origin, org1, diff);
9919 CrossProduct (normal, diff, right1);
9920 VectorNormalize (right1);
9922 // calculate 'right' vector for end
9923 VectorSubtract (r_refdef.view.origin, org2, diff);
9924 CrossProduct (normal, diff, right2);
9925 VectorNormalize (right2);
9927 vert[ 0] = org1[0] + width * right1[0];
9928 vert[ 1] = org1[1] + width * right1[1];
9929 vert[ 2] = org1[2] + width * right1[2];
9930 vert[ 3] = org1[0] - width * right1[0];
9931 vert[ 4] = org1[1] - width * right1[1];
9932 vert[ 5] = org1[2] - width * right1[2];
9933 vert[ 6] = org2[0] - width * right2[0];
9934 vert[ 7] = org2[1] - width * right2[1];
9935 vert[ 8] = org2[2] - width * right2[2];
9936 vert[ 9] = org2[0] + width * right2[0];
9937 vert[10] = org2[1] + width * right2[1];
9938 vert[11] = org2[2] + width * right2[2];
9941 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)
9943 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9944 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9945 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9946 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9947 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9948 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9949 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9950 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9951 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9952 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9953 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9954 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9957 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9962 VectorSet(v, x, y, z);
9963 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9964 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9966 if (i == mesh->numvertices)
9968 if (mesh->numvertices < mesh->maxvertices)
9970 VectorCopy(v, vertex3f);
9971 mesh->numvertices++;
9973 return mesh->numvertices;
9979 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9983 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9984 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9985 e = mesh->element3i + mesh->numtriangles * 3;
9986 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9988 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9989 if (mesh->numtriangles < mesh->maxtriangles)
9994 mesh->numtriangles++;
9996 element[1] = element[2];
10000 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10003 int *e, element[3];
10004 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10005 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10006 e = mesh->element3i + mesh->numtriangles * 3;
10007 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10009 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10010 if (mesh->numtriangles < mesh->maxtriangles)
10015 mesh->numtriangles++;
10017 element[1] = element[2];
10021 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10022 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10024 int planenum, planenum2;
10027 mplane_t *plane, *plane2;
10029 double temppoints[2][256*3];
10030 // figure out how large a bounding box we need to properly compute this brush
10032 for (w = 0;w < numplanes;w++)
10033 maxdist = max(maxdist, fabs(planes[w].dist));
10034 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10035 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10036 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10040 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10041 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10043 if (planenum2 == planenum)
10045 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);
10048 if (tempnumpoints < 3)
10050 // generate elements forming a triangle fan for this polygon
10051 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10055 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)
10057 texturelayer_t *layer;
10058 layer = t->currentlayers + t->currentnumlayers++;
10059 layer->type = type;
10060 layer->depthmask = depthmask;
10061 layer->blendfunc1 = blendfunc1;
10062 layer->blendfunc2 = blendfunc2;
10063 layer->texture = texture;
10064 layer->texmatrix = *matrix;
10065 layer->color[0] = r;
10066 layer->color[1] = g;
10067 layer->color[2] = b;
10068 layer->color[3] = a;
10071 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10073 if(parms[0] == 0 && parms[1] == 0)
10075 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10076 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10081 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10084 index = parms[2] + r_refdef.scene.time * parms[3];
10085 index -= floor(index);
10086 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10089 case Q3WAVEFUNC_NONE:
10090 case Q3WAVEFUNC_NOISE:
10091 case Q3WAVEFUNC_COUNT:
10094 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10095 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10096 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10097 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10098 case Q3WAVEFUNC_TRIANGLE:
10100 f = index - floor(index);
10103 else if (index < 2)
10105 else if (index < 3)
10111 f = parms[0] + parms[1] * f;
10112 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10113 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10117 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10122 matrix4x4_t matrix, temp;
10123 switch(tcmod->tcmod)
10125 case Q3TCMOD_COUNT:
10127 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10128 matrix = r_waterscrollmatrix;
10130 matrix = identitymatrix;
10132 case Q3TCMOD_ENTITYTRANSLATE:
10133 // this is used in Q3 to allow the gamecode to control texcoord
10134 // scrolling on the entity, which is not supported in darkplaces yet.
10135 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10137 case Q3TCMOD_ROTATE:
10138 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10139 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10140 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10142 case Q3TCMOD_SCALE:
10143 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10145 case Q3TCMOD_SCROLL:
10146 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10148 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10149 w = (int) tcmod->parms[0];
10150 h = (int) tcmod->parms[1];
10151 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10153 idx = (int) floor(f * w * h);
10154 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10156 case Q3TCMOD_STRETCH:
10157 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10158 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10160 case Q3TCMOD_TRANSFORM:
10161 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10162 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10163 VectorSet(tcmat + 6, 0 , 0 , 1);
10164 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10165 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10167 case Q3TCMOD_TURBULENT:
10168 // this is handled in the RSurf_PrepareVertices function
10169 matrix = identitymatrix;
10173 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10176 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10178 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10179 char name[MAX_QPATH];
10180 skinframe_t *skinframe;
10181 unsigned char pixels[296*194];
10182 strlcpy(cache->name, skinname, sizeof(cache->name));
10183 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10184 if (developer_loading.integer)
10185 Con_Printf("loading %s\n", name);
10186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10187 if (!skinframe || !skinframe->base)
10190 fs_offset_t filesize;
10192 f = FS_LoadFile(name, tempmempool, true, &filesize);
10195 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10196 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10200 cache->skinframe = skinframe;
10203 texture_t *R_GetCurrentTexture(texture_t *t)
10206 const entity_render_t *ent = rsurface.entity;
10207 dp_model_t *model = ent->model;
10208 q3shaderinfo_layer_tcmod_t *tcmod;
10210 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10211 return t->currentframe;
10212 t->update_lastrenderframe = r_textureframe;
10213 t->update_lastrenderentity = (void *)ent;
10215 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10216 t->camera_entity = ent->entitynumber;
10218 t->camera_entity = 0;
10220 // switch to an alternate material if this is a q1bsp animated material
10222 texture_t *texture = t;
10223 int s = rsurface.ent_skinnum;
10224 if ((unsigned int)s >= (unsigned int)model->numskins)
10226 if (model->skinscenes)
10228 if (model->skinscenes[s].framecount > 1)
10229 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10231 s = model->skinscenes[s].firstframe;
10234 t = t + s * model->num_surfaces;
10237 // use an alternate animation if the entity's frame is not 0,
10238 // and only if the texture has an alternate animation
10239 if (rsurface.ent_alttextures && t->anim_total[1])
10240 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10242 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10244 texture->currentframe = t;
10247 // update currentskinframe to be a qw skin or animation frame
10248 if (rsurface.ent_qwskin >= 0)
10250 i = rsurface.ent_qwskin;
10251 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10253 r_qwskincache_size = cl.maxclients;
10255 Mem_Free(r_qwskincache);
10256 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10258 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10259 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10260 t->currentskinframe = r_qwskincache[i].skinframe;
10261 if (t->currentskinframe == NULL)
10262 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10264 else if (t->numskinframes >= 2)
10265 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10266 if (t->backgroundnumskinframes >= 2)
10267 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10269 t->currentmaterialflags = t->basematerialflags;
10270 t->currentalpha = rsurface.colormod[3];
10271 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10272 t->currentalpha *= r_wateralpha.value;
10273 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10274 t->currentalpha *= t->r_water_wateralpha;
10275 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10276 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10277 if (!(rsurface.ent_flags & RENDER_LIGHT))
10278 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10279 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10281 // pick a model lighting mode
10282 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10283 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10285 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10287 if (rsurface.ent_flags & RENDER_ADDITIVE)
10288 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10289 else if (t->currentalpha < 1)
10290 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10291 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10292 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10293 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10294 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10295 if (t->backgroundnumskinframes)
10296 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10297 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10299 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10300 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10303 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10304 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10305 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10307 // there is no tcmod
10308 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10310 t->currenttexmatrix = r_waterscrollmatrix;
10311 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10313 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10315 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10316 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10319 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10320 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10321 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10322 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10324 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10325 if (t->currentskinframe->qpixels)
10326 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10327 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10328 if (!t->basetexture)
10329 t->basetexture = r_texture_notexture;
10330 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10331 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10332 t->nmaptexture = t->currentskinframe->nmap;
10333 if (!t->nmaptexture)
10334 t->nmaptexture = r_texture_blanknormalmap;
10335 t->glosstexture = r_texture_black;
10336 t->glowtexture = t->currentskinframe->glow;
10337 t->fogtexture = t->currentskinframe->fog;
10338 t->reflectmasktexture = t->currentskinframe->reflect;
10339 if (t->backgroundnumskinframes)
10341 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10342 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10343 t->backgroundglosstexture = r_texture_black;
10344 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10345 if (!t->backgroundnmaptexture)
10346 t->backgroundnmaptexture = r_texture_blanknormalmap;
10350 t->backgroundbasetexture = r_texture_white;
10351 t->backgroundnmaptexture = r_texture_blanknormalmap;
10352 t->backgroundglosstexture = r_texture_black;
10353 t->backgroundglowtexture = NULL;
10355 t->specularpower = r_shadow_glossexponent.value;
10356 // TODO: store reference values for these in the texture?
10357 t->specularscale = 0;
10358 if (r_shadow_gloss.integer > 0)
10360 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10362 if (r_shadow_glossintensity.value > 0)
10364 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10365 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10366 t->specularscale = r_shadow_glossintensity.value;
10369 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10371 t->glosstexture = r_texture_white;
10372 t->backgroundglosstexture = r_texture_white;
10373 t->specularscale = r_shadow_gloss2intensity.value;
10374 t->specularpower = r_shadow_gloss2exponent.value;
10377 t->specularscale *= t->specularscalemod;
10378 t->specularpower *= t->specularpowermod;
10380 // lightmaps mode looks bad with dlights using actual texturing, so turn
10381 // off the colormap and glossmap, but leave the normalmap on as it still
10382 // accurately represents the shading involved
10383 if (gl_lightmaps.integer)
10385 t->basetexture = r_texture_grey128;
10386 t->pantstexture = r_texture_black;
10387 t->shirttexture = r_texture_black;
10388 t->nmaptexture = r_texture_blanknormalmap;
10389 t->glosstexture = r_texture_black;
10390 t->glowtexture = NULL;
10391 t->fogtexture = NULL;
10392 t->reflectmasktexture = NULL;
10393 t->backgroundbasetexture = NULL;
10394 t->backgroundnmaptexture = r_texture_blanknormalmap;
10395 t->backgroundglosstexture = r_texture_black;
10396 t->backgroundglowtexture = NULL;
10397 t->specularscale = 0;
10398 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10401 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10402 VectorClear(t->dlightcolor);
10403 t->currentnumlayers = 0;
10404 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10406 int blendfunc1, blendfunc2;
10407 qboolean depthmask;
10408 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10410 blendfunc1 = GL_SRC_ALPHA;
10411 blendfunc2 = GL_ONE;
10413 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10415 blendfunc1 = GL_SRC_ALPHA;
10416 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10418 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10420 blendfunc1 = t->customblendfunc[0];
10421 blendfunc2 = t->customblendfunc[1];
10425 blendfunc1 = GL_ONE;
10426 blendfunc2 = GL_ZERO;
10428 // don't colormod evilblend textures
10429 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10430 VectorSet(t->lightmapcolor, 1, 1, 1);
10431 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10432 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10434 // fullbright is not affected by r_refdef.lightmapintensity
10435 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]);
10436 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10437 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]);
10438 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10439 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]);
10443 vec3_t ambientcolor;
10445 // set the color tint used for lights affecting this surface
10446 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10448 // q3bsp has no lightmap updates, so the lightstylevalue that
10449 // would normally be baked into the lightmap must be
10450 // applied to the color
10451 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10452 if (model->type == mod_brushq3)
10453 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10454 colorscale *= r_refdef.lightmapintensity;
10455 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10456 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10457 // basic lit geometry
10458 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]);
10459 // add pants/shirt if needed
10460 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10461 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]);
10462 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10463 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]);
10464 // now add ambient passes if needed
10465 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10467 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]);
10468 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10469 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]);
10470 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10471 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]);
10474 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10475 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]);
10476 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10478 // if this is opaque use alpha blend which will darken the earlier
10481 // if this is an alpha blended material, all the earlier passes
10482 // were darkened by fog already, so we only need to add the fog
10483 // color ontop through the fog mask texture
10485 // if this is an additive blended material, all the earlier passes
10486 // were darkened by fog already, and we should not add fog color
10487 // (because the background was not darkened, there is no fog color
10488 // that was lost behind it).
10489 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]);
10493 return t->currentframe;
10496 rsurfacestate_t rsurface;
10498 void R_Mesh_ResizeArrays(int newvertices)
10500 unsigned char *base;
10502 if (rsurface.array_size >= newvertices)
10504 if (rsurface.array_base)
10505 Mem_Free(rsurface.array_base);
10506 rsurface.array_size = (newvertices + 1023) & ~1023;
10508 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10509 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10510 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10511 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10512 size += rsurface.array_size * sizeof(float[3]);
10513 size += rsurface.array_size * sizeof(float[3]);
10514 size += rsurface.array_size * sizeof(float[3]);
10515 size += rsurface.array_size * sizeof(float[3]);
10516 size += rsurface.array_size * sizeof(float[3]);
10517 size += rsurface.array_size * sizeof(float[3]);
10518 size += rsurface.array_size * sizeof(float[3]);
10519 size += rsurface.array_size * sizeof(float[3]);
10520 size += rsurface.array_size * sizeof(float[4]);
10521 size += rsurface.array_size * sizeof(float[2]);
10522 size += rsurface.array_size * sizeof(float[2]);
10523 size += rsurface.array_size * sizeof(float[4]);
10524 size += rsurface.array_size * sizeof(int[3]);
10525 size += rsurface.array_size * sizeof(unsigned short[3]);
10526 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10527 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10528 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10529 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10530 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10531 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10532 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10533 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10534 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10535 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10536 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10537 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10538 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10539 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10540 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10541 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10542 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10543 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10544 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10547 void RSurf_ActiveWorldEntity(void)
10549 dp_model_t *model = r_refdef.scene.worldmodel;
10550 //if (rsurface.entity == r_refdef.scene.worldentity)
10552 rsurface.entity = r_refdef.scene.worldentity;
10553 rsurface.skeleton = NULL;
10554 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10555 rsurface.ent_skinnum = 0;
10556 rsurface.ent_qwskin = -1;
10557 rsurface.ent_shadertime = 0;
10558 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10559 if (rsurface.array_size < model->surfmesh.num_vertices)
10560 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10561 rsurface.matrix = identitymatrix;
10562 rsurface.inversematrix = identitymatrix;
10563 rsurface.matrixscale = 1;
10564 rsurface.inversematrixscale = 1;
10565 R_EntityMatrix(&identitymatrix);
10566 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10567 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10568 rsurface.fograngerecip = r_refdef.fograngerecip;
10569 rsurface.fogheightfade = r_refdef.fogheightfade;
10570 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10571 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10572 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10573 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10574 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10575 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10576 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10577 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10578 rsurface.colormod[3] = 1;
10579 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);
10580 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10581 rsurface.frameblend[0].lerp = 1;
10582 rsurface.ent_alttextures = false;
10583 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10584 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10585 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10586 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10587 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10588 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10589 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10590 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10591 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10592 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10593 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10594 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10595 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10596 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10597 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10598 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10599 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10600 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10601 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10602 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10603 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10604 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10605 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10606 rsurface.modelelement3i = model->surfmesh.data_element3i;
10607 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10608 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10609 rsurface.modelelement3s = model->surfmesh.data_element3s;
10610 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10611 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10612 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10613 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10614 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10615 rsurface.modelsurfaces = model->data_surfaces;
10616 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10617 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10618 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10619 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10620 rsurface.modelgeneratedvertex = false;
10621 rsurface.batchgeneratedvertex = false;
10622 rsurface.batchfirstvertex = 0;
10623 rsurface.batchnumvertices = 0;
10624 rsurface.batchfirsttriangle = 0;
10625 rsurface.batchnumtriangles = 0;
10626 rsurface.batchvertex3f = NULL;
10627 rsurface.batchvertex3f_vertexbuffer = NULL;
10628 rsurface.batchvertex3f_bufferoffset = 0;
10629 rsurface.batchsvector3f = NULL;
10630 rsurface.batchsvector3f_vertexbuffer = NULL;
10631 rsurface.batchsvector3f_bufferoffset = 0;
10632 rsurface.batchtvector3f = NULL;
10633 rsurface.batchtvector3f_vertexbuffer = NULL;
10634 rsurface.batchtvector3f_bufferoffset = 0;
10635 rsurface.batchnormal3f = NULL;
10636 rsurface.batchnormal3f_vertexbuffer = NULL;
10637 rsurface.batchnormal3f_bufferoffset = 0;
10638 rsurface.batchlightmapcolor4f = NULL;
10639 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10640 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10641 rsurface.batchtexcoordtexture2f = NULL;
10642 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10643 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10644 rsurface.batchtexcoordlightmap2f = NULL;
10645 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10646 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10647 rsurface.batchvertexmesh = NULL;
10648 rsurface.batchvertexmeshbuffer = NULL;
10649 rsurface.batchvertexposition = NULL;
10650 rsurface.batchvertexpositionbuffer = NULL;
10651 rsurface.batchelement3i = NULL;
10652 rsurface.batchelement3i_indexbuffer = NULL;
10653 rsurface.batchelement3i_bufferoffset = 0;
10654 rsurface.batchelement3s = NULL;
10655 rsurface.batchelement3s_indexbuffer = NULL;
10656 rsurface.batchelement3s_bufferoffset = 0;
10657 rsurface.passcolor4f = NULL;
10658 rsurface.passcolor4f_vertexbuffer = NULL;
10659 rsurface.passcolor4f_bufferoffset = 0;
10662 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10664 dp_model_t *model = ent->model;
10665 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10667 rsurface.entity = (entity_render_t *)ent;
10668 rsurface.skeleton = ent->skeleton;
10669 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10670 rsurface.ent_skinnum = ent->skinnum;
10671 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;
10672 rsurface.ent_shadertime = ent->shadertime;
10673 rsurface.ent_flags = ent->flags;
10674 if (rsurface.array_size < model->surfmesh.num_vertices)
10675 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10676 rsurface.matrix = ent->matrix;
10677 rsurface.inversematrix = ent->inversematrix;
10678 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10679 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10680 R_EntityMatrix(&rsurface.matrix);
10681 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10682 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10683 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10684 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10685 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10686 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10687 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10688 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10689 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10690 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10691 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10692 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10693 rsurface.colormod[3] = ent->alpha;
10694 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10695 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10696 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10697 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10698 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10699 if (ent->model->brush.submodel && !prepass)
10701 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10702 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10704 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10706 if (ent->animcache_vertex3f && !r_framedata_failed)
10708 rsurface.modelvertex3f = ent->animcache_vertex3f;
10709 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10710 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10711 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10712 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10713 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10714 rsurface.modelvertexposition = ent->animcache_vertexposition;
10715 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10717 else if (wanttangents)
10719 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10720 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10721 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10722 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10723 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10724 rsurface.modelvertexmesh = NULL;
10725 rsurface.modelvertexmeshbuffer = NULL;
10726 rsurface.modelvertexposition = NULL;
10727 rsurface.modelvertexpositionbuffer = NULL;
10729 else if (wantnormals)
10731 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10732 rsurface.modelsvector3f = NULL;
10733 rsurface.modeltvector3f = NULL;
10734 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10735 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10736 rsurface.modelvertexmesh = NULL;
10737 rsurface.modelvertexmeshbuffer = NULL;
10738 rsurface.modelvertexposition = NULL;
10739 rsurface.modelvertexpositionbuffer = NULL;
10743 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10744 rsurface.modelsvector3f = NULL;
10745 rsurface.modeltvector3f = NULL;
10746 rsurface.modelnormal3f = NULL;
10747 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10748 rsurface.modelvertexmesh = NULL;
10749 rsurface.modelvertexmeshbuffer = NULL;
10750 rsurface.modelvertexposition = NULL;
10751 rsurface.modelvertexpositionbuffer = NULL;
10753 rsurface.modelvertex3f_vertexbuffer = 0;
10754 rsurface.modelvertex3f_bufferoffset = 0;
10755 rsurface.modelsvector3f_vertexbuffer = 0;
10756 rsurface.modelsvector3f_bufferoffset = 0;
10757 rsurface.modeltvector3f_vertexbuffer = 0;
10758 rsurface.modeltvector3f_bufferoffset = 0;
10759 rsurface.modelnormal3f_vertexbuffer = 0;
10760 rsurface.modelnormal3f_bufferoffset = 0;
10761 rsurface.modelgeneratedvertex = true;
10765 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10766 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10767 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10768 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10769 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10770 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10771 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10772 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10773 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10774 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10775 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10776 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10777 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10778 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10779 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10780 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10781 rsurface.modelgeneratedvertex = false;
10783 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10784 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10785 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10786 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10787 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10788 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10789 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10790 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10791 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10792 rsurface.modelelement3i = model->surfmesh.data_element3i;
10793 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10794 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10795 rsurface.modelelement3s = model->surfmesh.data_element3s;
10796 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10797 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10798 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10799 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10800 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10801 rsurface.modelsurfaces = model->data_surfaces;
10802 rsurface.batchgeneratedvertex = false;
10803 rsurface.batchfirstvertex = 0;
10804 rsurface.batchnumvertices = 0;
10805 rsurface.batchfirsttriangle = 0;
10806 rsurface.batchnumtriangles = 0;
10807 rsurface.batchvertex3f = NULL;
10808 rsurface.batchvertex3f_vertexbuffer = NULL;
10809 rsurface.batchvertex3f_bufferoffset = 0;
10810 rsurface.batchsvector3f = NULL;
10811 rsurface.batchsvector3f_vertexbuffer = NULL;
10812 rsurface.batchsvector3f_bufferoffset = 0;
10813 rsurface.batchtvector3f = NULL;
10814 rsurface.batchtvector3f_vertexbuffer = NULL;
10815 rsurface.batchtvector3f_bufferoffset = 0;
10816 rsurface.batchnormal3f = NULL;
10817 rsurface.batchnormal3f_vertexbuffer = NULL;
10818 rsurface.batchnormal3f_bufferoffset = 0;
10819 rsurface.batchlightmapcolor4f = NULL;
10820 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10821 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10822 rsurface.batchtexcoordtexture2f = NULL;
10823 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10824 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10825 rsurface.batchtexcoordlightmap2f = NULL;
10826 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10827 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10828 rsurface.batchvertexmesh = NULL;
10829 rsurface.batchvertexmeshbuffer = NULL;
10830 rsurface.batchvertexposition = NULL;
10831 rsurface.batchvertexpositionbuffer = NULL;
10832 rsurface.batchelement3i = NULL;
10833 rsurface.batchelement3i_indexbuffer = NULL;
10834 rsurface.batchelement3i_bufferoffset = 0;
10835 rsurface.batchelement3s = NULL;
10836 rsurface.batchelement3s_indexbuffer = NULL;
10837 rsurface.batchelement3s_bufferoffset = 0;
10838 rsurface.passcolor4f = NULL;
10839 rsurface.passcolor4f_vertexbuffer = NULL;
10840 rsurface.passcolor4f_bufferoffset = 0;
10843 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)
10847 rsurface.entity = r_refdef.scene.worldentity;
10848 rsurface.skeleton = NULL;
10849 rsurface.ent_skinnum = 0;
10850 rsurface.ent_qwskin = -1;
10851 rsurface.ent_shadertime = shadertime;
10852 rsurface.ent_flags = entflags;
10853 rsurface.modelnumvertices = numvertices;
10854 rsurface.modelnumtriangles = numtriangles;
10855 if (rsurface.array_size < rsurface.modelnumvertices)
10856 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10857 rsurface.matrix = *matrix;
10858 rsurface.inversematrix = *inversematrix;
10859 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10860 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10861 R_EntityMatrix(&rsurface.matrix);
10862 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10863 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10864 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10865 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10866 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10867 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10868 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10869 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10870 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10871 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10872 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10873 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10874 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);
10875 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10876 rsurface.frameblend[0].lerp = 1;
10877 rsurface.ent_alttextures = false;
10878 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10879 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10882 rsurface.modelvertex3f = vertex3f;
10883 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10884 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10885 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10887 else if (wantnormals)
10889 rsurface.modelvertex3f = vertex3f;
10890 rsurface.modelsvector3f = NULL;
10891 rsurface.modeltvector3f = NULL;
10892 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10896 rsurface.modelvertex3f = vertex3f;
10897 rsurface.modelsvector3f = NULL;
10898 rsurface.modeltvector3f = NULL;
10899 rsurface.modelnormal3f = NULL;
10901 rsurface.modelvertexmesh = NULL;
10902 rsurface.modelvertexmeshbuffer = NULL;
10903 rsurface.modelvertexposition = NULL;
10904 rsurface.modelvertexpositionbuffer = NULL;
10905 rsurface.modelvertex3f_vertexbuffer = 0;
10906 rsurface.modelvertex3f_bufferoffset = 0;
10907 rsurface.modelsvector3f_vertexbuffer = 0;
10908 rsurface.modelsvector3f_bufferoffset = 0;
10909 rsurface.modeltvector3f_vertexbuffer = 0;
10910 rsurface.modeltvector3f_bufferoffset = 0;
10911 rsurface.modelnormal3f_vertexbuffer = 0;
10912 rsurface.modelnormal3f_bufferoffset = 0;
10913 rsurface.modelgeneratedvertex = true;
10914 rsurface.modellightmapcolor4f = color4f;
10915 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10916 rsurface.modellightmapcolor4f_bufferoffset = 0;
10917 rsurface.modeltexcoordtexture2f = texcoord2f;
10918 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10919 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10920 rsurface.modeltexcoordlightmap2f = NULL;
10921 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10922 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10923 rsurface.modelelement3i = element3i;
10924 rsurface.modelelement3i_indexbuffer = NULL;
10925 rsurface.modelelement3i_bufferoffset = 0;
10926 rsurface.modelelement3s = element3s;
10927 rsurface.modelelement3s_indexbuffer = NULL;
10928 rsurface.modelelement3s_bufferoffset = 0;
10929 rsurface.modellightmapoffsets = NULL;
10930 rsurface.modelsurfaces = NULL;
10931 rsurface.batchgeneratedvertex = false;
10932 rsurface.batchfirstvertex = 0;
10933 rsurface.batchnumvertices = 0;
10934 rsurface.batchfirsttriangle = 0;
10935 rsurface.batchnumtriangles = 0;
10936 rsurface.batchvertex3f = NULL;
10937 rsurface.batchvertex3f_vertexbuffer = NULL;
10938 rsurface.batchvertex3f_bufferoffset = 0;
10939 rsurface.batchsvector3f = NULL;
10940 rsurface.batchsvector3f_vertexbuffer = NULL;
10941 rsurface.batchsvector3f_bufferoffset = 0;
10942 rsurface.batchtvector3f = NULL;
10943 rsurface.batchtvector3f_vertexbuffer = NULL;
10944 rsurface.batchtvector3f_bufferoffset = 0;
10945 rsurface.batchnormal3f = NULL;
10946 rsurface.batchnormal3f_vertexbuffer = NULL;
10947 rsurface.batchnormal3f_bufferoffset = 0;
10948 rsurface.batchlightmapcolor4f = NULL;
10949 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10950 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10951 rsurface.batchtexcoordtexture2f = NULL;
10952 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10953 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10954 rsurface.batchtexcoordlightmap2f = NULL;
10955 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10956 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10957 rsurface.batchvertexmesh = NULL;
10958 rsurface.batchvertexmeshbuffer = NULL;
10959 rsurface.batchvertexposition = NULL;
10960 rsurface.batchvertexpositionbuffer = NULL;
10961 rsurface.batchelement3i = NULL;
10962 rsurface.batchelement3i_indexbuffer = NULL;
10963 rsurface.batchelement3i_bufferoffset = 0;
10964 rsurface.batchelement3s = NULL;
10965 rsurface.batchelement3s_indexbuffer = NULL;
10966 rsurface.batchelement3s_bufferoffset = 0;
10967 rsurface.passcolor4f = NULL;
10968 rsurface.passcolor4f_vertexbuffer = NULL;
10969 rsurface.passcolor4f_bufferoffset = 0;
10971 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10973 if ((wantnormals || wanttangents) && !normal3f)
10975 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10976 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10978 if (wanttangents && !svector3f)
10980 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);
10981 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10982 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10986 // now convert arrays into vertexmesh structs
10987 for (i = 0;i < numvertices;i++)
10989 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10990 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10991 if (rsurface.modelsvector3f)
10992 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10993 if (rsurface.modeltvector3f)
10994 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10995 if (rsurface.modelnormal3f)
10996 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10997 if (rsurface.modellightmapcolor4f)
10998 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10999 if (rsurface.modeltexcoordtexture2f)
11000 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11001 if (rsurface.modeltexcoordlightmap2f)
11002 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11006 float RSurf_FogPoint(const float *v)
11008 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11009 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11010 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11011 float FogHeightFade = r_refdef.fogheightfade;
11013 unsigned int fogmasktableindex;
11014 if (r_refdef.fogplaneviewabove)
11015 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11017 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11018 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11019 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11022 float RSurf_FogVertex(const float *v)
11024 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11025 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11026 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11027 float FogHeightFade = rsurface.fogheightfade;
11029 unsigned int fogmasktableindex;
11030 if (r_refdef.fogplaneviewabove)
11031 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11033 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11034 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11035 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11038 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11041 for (i = 0;i < numelements;i++)
11042 outelement3i[i] = inelement3i[i] + adjust;
11045 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11046 extern cvar_t gl_vbo;
11047 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11055 int surfacefirsttriangle;
11056 int surfacenumtriangles;
11057 int surfacefirstvertex;
11058 int surfaceendvertex;
11059 int surfacenumvertices;
11060 int surfaceadjustvertex;
11064 qboolean dynamicvertex;
11068 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11069 float waveparms[4];
11070 q3shaderinfo_deform_t *deform;
11071 const msurface_t *surface, *firstsurface;
11072 r_vertexposition_t *vertexposition;
11073 r_vertexmesh_t *vertexmesh;
11074 if (!texturenumsurfaces)
11076 // find vertex range of this surface batch
11078 firstsurface = texturesurfacelist[0];
11079 firsttriangle = firstsurface->num_firsttriangle;
11081 firstvertex = endvertex = firstsurface->num_firstvertex;
11082 for (i = 0;i < texturenumsurfaces;i++)
11084 surface = texturesurfacelist[i];
11085 if (surface != firstsurface + i)
11087 surfacefirstvertex = surface->num_firstvertex;
11088 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11089 surfacenumtriangles = surface->num_triangles;
11090 if (firstvertex > surfacefirstvertex)
11091 firstvertex = surfacefirstvertex;
11092 if (endvertex < surfaceendvertex)
11093 endvertex = surfaceendvertex;
11094 numtriangles += surfacenumtriangles;
11099 // we now know the vertex range used, and if there are any gaps in it
11100 rsurface.batchfirstvertex = firstvertex;
11101 rsurface.batchnumvertices = endvertex - firstvertex;
11102 rsurface.batchfirsttriangle = firsttriangle;
11103 rsurface.batchnumtriangles = numtriangles;
11105 // this variable holds flags for which properties have been updated that
11106 // may require regenerating vertexmesh or vertexposition arrays...
11109 // check if any dynamic vertex processing must occur
11110 dynamicvertex = false;
11112 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11113 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11114 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11116 switch (deform->deform)
11119 case Q3DEFORM_PROJECTIONSHADOW:
11120 case Q3DEFORM_TEXT0:
11121 case Q3DEFORM_TEXT1:
11122 case Q3DEFORM_TEXT2:
11123 case Q3DEFORM_TEXT3:
11124 case Q3DEFORM_TEXT4:
11125 case Q3DEFORM_TEXT5:
11126 case Q3DEFORM_TEXT6:
11127 case Q3DEFORM_TEXT7:
11128 case Q3DEFORM_NONE:
11130 case Q3DEFORM_AUTOSPRITE:
11131 dynamicvertex = true;
11132 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11133 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11135 case Q3DEFORM_AUTOSPRITE2:
11136 dynamicvertex = true;
11137 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11138 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11140 case Q3DEFORM_NORMAL:
11141 dynamicvertex = true;
11142 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11143 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11145 case Q3DEFORM_WAVE:
11146 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11147 break; // if wavefunc is a nop, ignore this transform
11148 dynamicvertex = true;
11149 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11150 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11152 case Q3DEFORM_BULGE:
11153 dynamicvertex = true;
11154 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11155 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11157 case Q3DEFORM_MOVE:
11158 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11159 break; // if wavefunc is a nop, ignore this transform
11160 dynamicvertex = true;
11161 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11162 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11166 switch(rsurface.texture->tcgen.tcgen)
11169 case Q3TCGEN_TEXTURE:
11171 case Q3TCGEN_LIGHTMAP:
11172 dynamicvertex = true;
11173 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11174 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11176 case Q3TCGEN_VECTOR:
11177 dynamicvertex = true;
11178 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11179 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11181 case Q3TCGEN_ENVIRONMENT:
11182 dynamicvertex = true;
11183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11184 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11187 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11189 dynamicvertex = true;
11190 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11191 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11194 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11196 dynamicvertex = true;
11197 batchneed |= BATCHNEED_NOGAPS;
11198 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11201 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11203 dynamicvertex = true;
11204 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11205 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11208 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11210 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11211 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11212 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11213 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11214 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11215 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11216 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11219 // when the model data has no vertex buffer (dynamic mesh), we need to
11221 if (!rsurface.modelvertexmeshbuffer)
11222 batchneed |= BATCHNEED_NOGAPS;
11224 // if needsupdate, we have to do a dynamic vertex batch for sure
11225 if (needsupdate & batchneed)
11226 dynamicvertex = true;
11228 // see if we need to build vertexmesh from arrays
11229 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11230 dynamicvertex = true;
11232 // see if we need to build vertexposition from arrays
11233 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11234 dynamicvertex = true;
11236 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11237 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11238 dynamicvertex = true;
11240 // if there is a chance of animated vertex colors, it's a dynamic batch
11241 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11242 dynamicvertex = true;
11244 rsurface.batchvertex3f = rsurface.modelvertex3f;
11245 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11246 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11247 rsurface.batchsvector3f = rsurface.modelsvector3f;
11248 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11249 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11250 rsurface.batchtvector3f = rsurface.modeltvector3f;
11251 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11252 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11253 rsurface.batchnormal3f = rsurface.modelnormal3f;
11254 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11255 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11256 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11257 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11258 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11259 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11260 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11261 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11262 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11263 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11264 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11265 rsurface.batchvertexposition = rsurface.modelvertexposition;
11266 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11267 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11268 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11269 rsurface.batchelement3i = rsurface.modelelement3i;
11270 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11271 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11272 rsurface.batchelement3s = rsurface.modelelement3s;
11273 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11274 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11276 // if any dynamic vertex processing has to occur in software, we copy the
11277 // entire surface list together before processing to rebase the vertices
11278 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11280 // if any gaps exist and we do not have a static vertex buffer, we have to
11281 // copy the surface list together to avoid wasting upload bandwidth on the
11282 // vertices in the gaps.
11284 // if gaps exist and we have a static vertex buffer, we still have to
11285 // combine the index buffer ranges into one dynamic index buffer.
11287 // in all cases we end up with data that can be drawn in one call.
11289 if (!dynamicvertex)
11291 // static vertex data, just set pointers...
11292 rsurface.batchgeneratedvertex = false;
11293 // if there are gaps, we want to build a combined index buffer,
11294 // otherwise use the original static buffer with an appropriate offset
11299 for (i = 0;i < texturenumsurfaces;i++)
11301 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11302 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11303 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11304 numtriangles += surfacenumtriangles;
11306 rsurface.batchelement3i = rsurface.array_batchelement3i;
11307 rsurface.batchelement3i_indexbuffer = NULL;
11308 rsurface.batchelement3i_bufferoffset = 0;
11309 rsurface.batchelement3s = NULL;
11310 rsurface.batchelement3s_indexbuffer = NULL;
11311 rsurface.batchelement3s_bufferoffset = 0;
11312 if (endvertex <= 65536)
11314 rsurface.batchelement3s = rsurface.array_batchelement3s;
11315 for (i = 0;i < numtriangles*3;i++)
11316 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11318 rsurface.batchfirsttriangle = firsttriangle;
11319 rsurface.batchnumtriangles = numtriangles;
11324 // something needs software processing, do it for real...
11325 // we only directly handle interleaved array data in this case...
11326 rsurface.batchgeneratedvertex = true;
11328 // now copy the vertex data into a combined array and make an index array
11329 // (this is what Quake3 does all the time)
11330 //if (gaps || rsurface.batchfirstvertex)
11332 rsurface.batchvertexposition = NULL;
11333 rsurface.batchvertexpositionbuffer = NULL;
11334 rsurface.batchvertexmesh = NULL;
11335 rsurface.batchvertexmeshbuffer = NULL;
11336 rsurface.batchvertex3f = NULL;
11337 rsurface.batchvertex3f_vertexbuffer = NULL;
11338 rsurface.batchvertex3f_bufferoffset = 0;
11339 rsurface.batchsvector3f = NULL;
11340 rsurface.batchsvector3f_vertexbuffer = NULL;
11341 rsurface.batchsvector3f_bufferoffset = 0;
11342 rsurface.batchtvector3f = NULL;
11343 rsurface.batchtvector3f_vertexbuffer = NULL;
11344 rsurface.batchtvector3f_bufferoffset = 0;
11345 rsurface.batchnormal3f = NULL;
11346 rsurface.batchnormal3f_vertexbuffer = NULL;
11347 rsurface.batchnormal3f_bufferoffset = 0;
11348 rsurface.batchlightmapcolor4f = NULL;
11349 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11350 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11351 rsurface.batchtexcoordtexture2f = NULL;
11352 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11353 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11354 rsurface.batchtexcoordlightmap2f = NULL;
11355 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11356 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11357 rsurface.batchelement3i = rsurface.array_batchelement3i;
11358 rsurface.batchelement3i_indexbuffer = NULL;
11359 rsurface.batchelement3i_bufferoffset = 0;
11360 rsurface.batchelement3s = NULL;
11361 rsurface.batchelement3s_indexbuffer = NULL;
11362 rsurface.batchelement3s_bufferoffset = 0;
11363 // we'll only be setting up certain arrays as needed
11364 if (batchneed & BATCHNEED_VERTEXPOSITION)
11365 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11366 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11367 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11368 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11369 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11370 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11371 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11372 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11374 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11375 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11377 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11378 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11379 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11380 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11381 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11382 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11385 for (i = 0;i < texturenumsurfaces;i++)
11387 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11388 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11389 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11390 surfaceadjustvertex = numvertices - surfacefirstvertex;
11391 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11392 // copy only the data requested
11393 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11394 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11395 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11396 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11397 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11399 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11400 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11401 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11402 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11403 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11405 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11406 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11408 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11409 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11410 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11411 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11412 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11413 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11415 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11416 numvertices += surfacenumvertices;
11417 numtriangles += surfacenumtriangles;
11420 // generate a 16bit index array as well if possible
11421 // (in general, dynamic batches fit)
11422 if (numvertices <= 65536)
11424 rsurface.batchelement3s = rsurface.array_batchelement3s;
11425 for (i = 0;i < numtriangles*3;i++)
11426 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11429 // since we've copied everything, the batch now starts at 0
11430 rsurface.batchfirstvertex = 0;
11431 rsurface.batchnumvertices = numvertices;
11432 rsurface.batchfirsttriangle = 0;
11433 rsurface.batchnumtriangles = numtriangles;
11436 // q1bsp surfaces rendered in vertex color mode have to have colors
11437 // calculated based on lightstyles
11438 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11440 // generate color arrays for the surfaces in this list
11444 const int *offsets;
11445 const unsigned char *lm;
11447 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11448 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11449 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11450 for (i = 0;i < texturenumsurfaces;i++)
11452 surface = texturesurfacelist[i];
11453 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11454 surfacenumvertices = surface->num_vertices;
11455 if (surface->lightmapinfo->samples)
11457 for (j = 0;j < surfacenumvertices;j++)
11459 lm = surface->lightmapinfo->samples + offsets[j];
11460 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11461 VectorScale(lm, scale, c);
11462 if (surface->lightmapinfo->styles[1] != 255)
11464 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11466 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11467 VectorMA(c, scale, lm, c);
11468 if (surface->lightmapinfo->styles[2] != 255)
11471 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11472 VectorMA(c, scale, lm, c);
11473 if (surface->lightmapinfo->styles[3] != 255)
11476 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11477 VectorMA(c, scale, lm, c);
11484 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);
11490 for (j = 0;j < surfacenumvertices;j++)
11492 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11499 // if vertices are deformed (sprite flares and things in maps, possibly
11500 // water waves, bulges and other deformations), modify the copied vertices
11502 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11504 switch (deform->deform)
11507 case Q3DEFORM_PROJECTIONSHADOW:
11508 case Q3DEFORM_TEXT0:
11509 case Q3DEFORM_TEXT1:
11510 case Q3DEFORM_TEXT2:
11511 case Q3DEFORM_TEXT3:
11512 case Q3DEFORM_TEXT4:
11513 case Q3DEFORM_TEXT5:
11514 case Q3DEFORM_TEXT6:
11515 case Q3DEFORM_TEXT7:
11516 case Q3DEFORM_NONE:
11518 case Q3DEFORM_AUTOSPRITE:
11519 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11520 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11521 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11522 VectorNormalize(newforward);
11523 VectorNormalize(newright);
11524 VectorNormalize(newup);
11525 // a single autosprite surface can contain multiple sprites...
11526 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11528 VectorClear(center);
11529 for (i = 0;i < 4;i++)
11530 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11531 VectorScale(center, 0.25f, center);
11532 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11533 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11534 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11535 for (i = 0;i < 4;i++)
11537 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11538 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11541 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11542 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11543 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);
11544 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11545 rsurface.batchvertex3f_vertexbuffer = NULL;
11546 rsurface.batchvertex3f_bufferoffset = 0;
11547 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11548 rsurface.batchsvector3f_vertexbuffer = NULL;
11549 rsurface.batchsvector3f_bufferoffset = 0;
11550 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11551 rsurface.batchtvector3f_vertexbuffer = NULL;
11552 rsurface.batchtvector3f_bufferoffset = 0;
11553 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11554 rsurface.batchnormal3f_vertexbuffer = NULL;
11555 rsurface.batchnormal3f_bufferoffset = 0;
11557 case Q3DEFORM_AUTOSPRITE2:
11558 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11559 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11560 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11561 VectorNormalize(newforward);
11562 VectorNormalize(newright);
11563 VectorNormalize(newup);
11565 const float *v1, *v2;
11575 memset(shortest, 0, sizeof(shortest));
11576 // a single autosprite surface can contain multiple sprites...
11577 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11579 VectorClear(center);
11580 for (i = 0;i < 4;i++)
11581 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11582 VectorScale(center, 0.25f, center);
11583 // find the two shortest edges, then use them to define the
11584 // axis vectors for rotating around the central axis
11585 for (i = 0;i < 6;i++)
11587 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11588 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11589 l = VectorDistance2(v1, v2);
11590 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11591 if (v1[2] != v2[2])
11592 l += (1.0f / 1024.0f);
11593 if (shortest[0].length2 > l || i == 0)
11595 shortest[1] = shortest[0];
11596 shortest[0].length2 = l;
11597 shortest[0].v1 = v1;
11598 shortest[0].v2 = v2;
11600 else if (shortest[1].length2 > l || i == 1)
11602 shortest[1].length2 = l;
11603 shortest[1].v1 = v1;
11604 shortest[1].v2 = v2;
11607 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11608 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11609 // this calculates the right vector from the shortest edge
11610 // and the up vector from the edge midpoints
11611 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11612 VectorNormalize(right);
11613 VectorSubtract(end, start, up);
11614 VectorNormalize(up);
11615 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11616 VectorSubtract(rsurface.localvieworigin, center, forward);
11617 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11618 VectorNegate(forward, forward);
11619 VectorReflect(forward, 0, up, forward);
11620 VectorNormalize(forward);
11621 CrossProduct(up, forward, newright);
11622 VectorNormalize(newright);
11623 // rotate the quad around the up axis vector, this is made
11624 // especially easy by the fact we know the quad is flat,
11625 // so we only have to subtract the center position and
11626 // measure distance along the right vector, and then
11627 // multiply that by the newright vector and add back the
11629 // we also need to subtract the old position to undo the
11630 // displacement from the center, which we do with a
11631 // DotProduct, the subtraction/addition of center is also
11632 // optimized into DotProducts here
11633 l = DotProduct(right, center);
11634 for (i = 0;i < 4;i++)
11636 v1 = rsurface.batchvertex3f + 3*(j+i);
11637 f = DotProduct(right, v1) - l;
11638 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11642 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11643 rsurface.batchvertex3f_vertexbuffer = NULL;
11644 rsurface.batchvertex3f_bufferoffset = 0;
11645 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11647 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11648 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11649 rsurface.batchnormal3f_vertexbuffer = NULL;
11650 rsurface.batchnormal3f_bufferoffset = 0;
11652 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11654 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);
11655 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11656 rsurface.batchsvector3f_vertexbuffer = NULL;
11657 rsurface.batchsvector3f_bufferoffset = 0;
11658 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11659 rsurface.batchtvector3f_vertexbuffer = NULL;
11660 rsurface.batchtvector3f_bufferoffset = 0;
11663 case Q3DEFORM_NORMAL:
11664 // deform the normals to make reflections wavey
11665 for (j = 0;j < rsurface.batchnumvertices;j++)
11668 float *normal = rsurface.array_batchnormal3f + 3*j;
11669 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11670 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11671 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]);
11672 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]);
11673 VectorNormalize(normal);
11675 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11676 rsurface.batchnormal3f_vertexbuffer = NULL;
11677 rsurface.batchnormal3f_bufferoffset = 0;
11678 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11680 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);
11681 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11682 rsurface.batchsvector3f_vertexbuffer = NULL;
11683 rsurface.batchsvector3f_bufferoffset = 0;
11684 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11685 rsurface.batchtvector3f_vertexbuffer = NULL;
11686 rsurface.batchtvector3f_bufferoffset = 0;
11689 case Q3DEFORM_WAVE:
11690 // deform vertex array to make wavey water and flags and such
11691 waveparms[0] = deform->waveparms[0];
11692 waveparms[1] = deform->waveparms[1];
11693 waveparms[2] = deform->waveparms[2];
11694 waveparms[3] = deform->waveparms[3];
11695 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11696 break; // if wavefunc is a nop, don't make a dynamic vertex array
11697 // this is how a divisor of vertex influence on deformation
11698 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11699 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11700 for (j = 0;j < rsurface.batchnumvertices;j++)
11702 // if the wavefunc depends on time, evaluate it per-vertex
11705 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11706 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11708 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11710 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11711 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11712 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11713 rsurface.batchvertex3f_vertexbuffer = NULL;
11714 rsurface.batchvertex3f_bufferoffset = 0;
11715 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11716 rsurface.batchnormal3f_vertexbuffer = NULL;
11717 rsurface.batchnormal3f_bufferoffset = 0;
11718 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11720 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);
11721 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11722 rsurface.batchsvector3f_vertexbuffer = NULL;
11723 rsurface.batchsvector3f_bufferoffset = 0;
11724 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11725 rsurface.batchtvector3f_vertexbuffer = NULL;
11726 rsurface.batchtvector3f_bufferoffset = 0;
11729 case Q3DEFORM_BULGE:
11730 // deform vertex array to make the surface have moving bulges
11731 for (j = 0;j < rsurface.batchnumvertices;j++)
11733 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11734 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11736 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11737 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11738 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11739 rsurface.batchvertex3f_vertexbuffer = NULL;
11740 rsurface.batchvertex3f_bufferoffset = 0;
11741 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11742 rsurface.batchnormal3f_vertexbuffer = NULL;
11743 rsurface.batchnormal3f_bufferoffset = 0;
11744 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11746 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);
11747 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11748 rsurface.batchsvector3f_vertexbuffer = NULL;
11749 rsurface.batchsvector3f_bufferoffset = 0;
11750 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11751 rsurface.batchtvector3f_vertexbuffer = NULL;
11752 rsurface.batchtvector3f_bufferoffset = 0;
11755 case Q3DEFORM_MOVE:
11756 // deform vertex array
11757 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11758 break; // if wavefunc is a nop, don't make a dynamic vertex array
11759 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11760 VectorScale(deform->parms, scale, waveparms);
11761 for (j = 0;j < rsurface.batchnumvertices;j++)
11762 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11763 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11764 rsurface.batchvertex3f_vertexbuffer = NULL;
11765 rsurface.batchvertex3f_bufferoffset = 0;
11770 // generate texcoords based on the chosen texcoord source
11771 switch(rsurface.texture->tcgen.tcgen)
11774 case Q3TCGEN_TEXTURE:
11776 case Q3TCGEN_LIGHTMAP:
11777 if (rsurface.batchtexcoordlightmap2f)
11778 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11779 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11780 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11781 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11783 case Q3TCGEN_VECTOR:
11784 for (j = 0;j < rsurface.batchnumvertices;j++)
11786 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11787 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11789 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11790 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11791 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11793 case Q3TCGEN_ENVIRONMENT:
11794 // make environment reflections using a spheremap
11795 for (j = 0;j < rsurface.batchnumvertices;j++)
11797 // identical to Q3A's method, but executed in worldspace so
11798 // carried models can be shiny too
11800 float viewer[3], d, reflected[3], worldreflected[3];
11802 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11803 // VectorNormalize(viewer);
11805 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11807 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11808 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11809 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11810 // note: this is proportinal to viewer, so we can normalize later
11812 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11813 VectorNormalize(worldreflected);
11815 // note: this sphere map only uses world x and z!
11816 // so positive and negative y will LOOK THE SAME.
11817 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11818 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11820 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11821 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11822 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11825 // the only tcmod that needs software vertex processing is turbulent, so
11826 // check for it here and apply the changes if needed
11827 // and we only support that as the first one
11828 // (handling a mixture of turbulent and other tcmods would be problematic
11829 // without punting it entirely to a software path)
11830 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11832 amplitude = rsurface.texture->tcmods[0].parms[1];
11833 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11834 for (j = 0;j < rsurface.batchnumvertices;j++)
11836 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);
11837 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11839 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11840 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11841 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11844 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11846 // convert the modified arrays to vertex structs
11847 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11848 rsurface.batchvertexmeshbuffer = NULL;
11849 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11850 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11851 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11852 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11853 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11854 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11855 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11857 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11859 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11860 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11863 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11864 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11865 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11866 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11867 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11868 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11869 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11870 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11871 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11874 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11876 // convert the modified arrays to vertex structs
11877 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11878 rsurface.batchvertexpositionbuffer = NULL;
11879 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11880 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11882 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11883 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11887 void RSurf_DrawBatch(void)
11889 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);
11892 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11894 // pick the closest matching water plane
11895 int planeindex, vertexindex, bestplaneindex = -1;
11899 r_waterstate_waterplane_t *p;
11901 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11903 if(p->camera_entity != rsurface.texture->camera_entity)
11906 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11907 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11909 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11910 d += fabs(PlaneDiff(vert, &p->plane));
11912 if (bestd > d || bestplaneindex < 0)
11915 bestplaneindex = planeindex;
11918 return bestplaneindex;
11921 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11924 for (i = 0;i < rsurface.batchnumvertices;i++)
11925 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11926 rsurface.passcolor4f = rsurface.array_passcolor4f;
11927 rsurface.passcolor4f_vertexbuffer = 0;
11928 rsurface.passcolor4f_bufferoffset = 0;
11931 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11938 if (rsurface.passcolor4f)
11940 // generate color arrays
11941 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)
11943 f = RSurf_FogVertex(v);
11952 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11954 f = RSurf_FogVertex(v);
11961 rsurface.passcolor4f = rsurface.array_passcolor4f;
11962 rsurface.passcolor4f_vertexbuffer = 0;
11963 rsurface.passcolor4f_bufferoffset = 0;
11966 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11973 if (!rsurface.passcolor4f)
11975 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)
11977 f = RSurf_FogVertex(v);
11978 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11979 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11980 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11983 rsurface.passcolor4f = rsurface.array_passcolor4f;
11984 rsurface.passcolor4f_vertexbuffer = 0;
11985 rsurface.passcolor4f_bufferoffset = 0;
11988 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11993 if (!rsurface.passcolor4f)
11995 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12002 rsurface.passcolor4f = rsurface.array_passcolor4f;
12003 rsurface.passcolor4f_vertexbuffer = 0;
12004 rsurface.passcolor4f_bufferoffset = 0;
12007 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12012 if (!rsurface.passcolor4f)
12014 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12016 c2[0] = c[0] + r_refdef.scene.ambient;
12017 c2[1] = c[1] + r_refdef.scene.ambient;
12018 c2[2] = c[2] + r_refdef.scene.ambient;
12021 rsurface.passcolor4f = rsurface.array_passcolor4f;
12022 rsurface.passcolor4f_vertexbuffer = 0;
12023 rsurface.passcolor4f_bufferoffset = 0;
12026 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12029 rsurface.passcolor4f = NULL;
12030 rsurface.passcolor4f_vertexbuffer = 0;
12031 rsurface.passcolor4f_bufferoffset = 0;
12032 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12033 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12034 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12035 GL_Color(r, g, b, a);
12036 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12040 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12042 // TODO: optimize applyfog && applycolor case
12043 // just apply fog if necessary, and tint the fog color array if necessary
12044 rsurface.passcolor4f = NULL;
12045 rsurface.passcolor4f_vertexbuffer = 0;
12046 rsurface.passcolor4f_bufferoffset = 0;
12047 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12048 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12049 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12050 GL_Color(r, g, b, a);
12054 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12057 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12058 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12059 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12060 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12061 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12062 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12063 GL_Color(r, g, b, a);
12067 static void RSurf_DrawBatch_GL11_ClampColor(void)
12072 if (!rsurface.passcolor4f)
12074 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12076 c2[0] = bound(0.0f, c1[0], 1.0f);
12077 c2[1] = bound(0.0f, c1[1], 1.0f);
12078 c2[2] = bound(0.0f, c1[2], 1.0f);
12079 c2[3] = bound(0.0f, c1[3], 1.0f);
12083 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12091 vec3_t ambientcolor;
12092 vec3_t diffusecolor;
12096 VectorCopy(rsurface.modellight_lightdir, lightdir);
12097 f = 0.5f * r_refdef.lightmapintensity;
12098 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12099 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12100 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12101 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12102 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12103 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12105 if (VectorLength2(diffusecolor) > 0)
12107 // q3-style directional shading
12108 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)
12110 if ((f = DotProduct(n, lightdir)) > 0)
12111 VectorMA(ambientcolor, f, diffusecolor, c);
12113 VectorCopy(ambientcolor, c);
12120 rsurface.passcolor4f = rsurface.array_passcolor4f;
12121 rsurface.passcolor4f_vertexbuffer = 0;
12122 rsurface.passcolor4f_bufferoffset = 0;
12123 *applycolor = false;
12127 *r = ambientcolor[0];
12128 *g = ambientcolor[1];
12129 *b = ambientcolor[2];
12130 rsurface.passcolor4f = NULL;
12131 rsurface.passcolor4f_vertexbuffer = 0;
12132 rsurface.passcolor4f_bufferoffset = 0;
12136 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12138 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12139 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12140 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12141 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12142 GL_Color(r, g, b, a);
12146 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12152 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12154 f = 1 - RSurf_FogVertex(v);
12162 void RSurf_SetupDepthAndCulling(void)
12164 // submodels are biased to avoid z-fighting with world surfaces that they
12165 // may be exactly overlapping (avoids z-fighting artifacts on certain
12166 // doors and things in Quake maps)
12167 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12168 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12169 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12170 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12173 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12175 // transparent sky would be ridiculous
12176 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12178 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12179 skyrenderlater = true;
12180 RSurf_SetupDepthAndCulling();
12181 GL_DepthMask(true);
12182 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12183 // skymasking on them, and Quake3 never did sky masking (unlike
12184 // software Quake and software Quake2), so disable the sky masking
12185 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12186 // and skymasking also looks very bad when noclipping outside the
12187 // level, so don't use it then either.
12188 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12190 R_Mesh_ResetTextureState();
12191 if (skyrendermasked)
12193 R_SetupShader_DepthOrShadow();
12194 // depth-only (masking)
12195 GL_ColorMask(0,0,0,0);
12196 // just to make sure that braindead drivers don't draw
12197 // anything despite that colormask...
12198 GL_BlendFunc(GL_ZERO, GL_ONE);
12199 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12200 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12204 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12206 GL_BlendFunc(GL_ONE, GL_ZERO);
12207 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12208 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12209 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12212 if (skyrendermasked)
12213 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12215 R_Mesh_ResetTextureState();
12216 GL_Color(1, 1, 1, 1);
12219 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12220 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12221 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12223 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12227 // render screenspace normalmap to texture
12228 GL_DepthMask(true);
12229 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12234 // bind lightmap texture
12236 // water/refraction/reflection/camera surfaces have to be handled specially
12237 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12239 int start, end, startplaneindex;
12240 for (start = 0;start < texturenumsurfaces;start = end)
12242 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12243 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12245 // now that we have a batch using the same planeindex, render it
12246 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12248 // render water or distortion background
12249 GL_DepthMask(true);
12250 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));
12252 // blend surface on top
12253 GL_DepthMask(false);
12254 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12257 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12259 // render surface with reflection texture as input
12260 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12261 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));
12268 // render surface batch normally
12269 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12270 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12274 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12276 // OpenGL 1.3 path - anything not completely ancient
12277 qboolean applycolor;
12280 const texturelayer_t *layer;
12281 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);
12282 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12284 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12287 int layertexrgbscale;
12288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12290 if (layerindex == 0)
12291 GL_AlphaTest(true);
12294 GL_AlphaTest(false);
12295 GL_DepthFunc(GL_EQUAL);
12298 GL_DepthMask(layer->depthmask && writedepth);
12299 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12300 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12302 layertexrgbscale = 4;
12303 VectorScale(layer->color, 0.25f, layercolor);
12305 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12307 layertexrgbscale = 2;
12308 VectorScale(layer->color, 0.5f, layercolor);
12312 layertexrgbscale = 1;
12313 VectorScale(layer->color, 1.0f, layercolor);
12315 layercolor[3] = layer->color[3];
12316 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12317 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12318 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12319 switch (layer->type)
12321 case TEXTURELAYERTYPE_LITTEXTURE:
12322 // single-pass lightmapped texture with 2x rgbscale
12323 R_Mesh_TexBind(0, r_texture_white);
12324 R_Mesh_TexMatrix(0, NULL);
12325 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12326 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12327 R_Mesh_TexBind(1, layer->texture);
12328 R_Mesh_TexMatrix(1, &layer->texmatrix);
12329 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12330 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12331 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12332 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12333 else if (rsurface.uselightmaptexture)
12334 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12336 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12338 case TEXTURELAYERTYPE_TEXTURE:
12339 // singletexture unlit texture with transparency support
12340 R_Mesh_TexBind(0, layer->texture);
12341 R_Mesh_TexMatrix(0, &layer->texmatrix);
12342 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12343 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12344 R_Mesh_TexBind(1, 0);
12345 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12346 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12348 case TEXTURELAYERTYPE_FOG:
12349 // singletexture fogging
12350 if (layer->texture)
12352 R_Mesh_TexBind(0, layer->texture);
12353 R_Mesh_TexMatrix(0, &layer->texmatrix);
12354 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12355 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12359 R_Mesh_TexBind(0, 0);
12360 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12362 R_Mesh_TexBind(1, 0);
12363 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12364 // generate a color array for the fog pass
12365 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12366 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12370 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12375 GL_DepthFunc(GL_LEQUAL);
12376 GL_AlphaTest(false);
12380 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12382 // OpenGL 1.1 - crusty old voodoo path
12385 const texturelayer_t *layer;
12386 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);
12387 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12389 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12393 if (layerindex == 0)
12394 GL_AlphaTest(true);
12397 GL_AlphaTest(false);
12398 GL_DepthFunc(GL_EQUAL);
12401 GL_DepthMask(layer->depthmask && writedepth);
12402 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12403 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12404 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12405 switch (layer->type)
12407 case TEXTURELAYERTYPE_LITTEXTURE:
12408 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12410 // two-pass lit texture with 2x rgbscale
12411 // first the lightmap pass
12412 R_Mesh_TexBind(0, r_texture_white);
12413 R_Mesh_TexMatrix(0, NULL);
12414 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12415 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12416 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12417 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12418 else if (rsurface.uselightmaptexture)
12419 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12421 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12422 // then apply the texture to it
12423 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12424 R_Mesh_TexBind(0, layer->texture);
12425 R_Mesh_TexMatrix(0, &layer->texmatrix);
12426 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12427 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12428 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);
12432 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12433 R_Mesh_TexBind(0, layer->texture);
12434 R_Mesh_TexMatrix(0, &layer->texmatrix);
12435 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12436 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12438 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);
12440 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);
12443 case TEXTURELAYERTYPE_TEXTURE:
12444 // singletexture unlit texture with transparency support
12445 R_Mesh_TexBind(0, layer->texture);
12446 R_Mesh_TexMatrix(0, &layer->texmatrix);
12447 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12448 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12449 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);
12451 case TEXTURELAYERTYPE_FOG:
12452 // singletexture fogging
12453 if (layer->texture)
12455 R_Mesh_TexBind(0, layer->texture);
12456 R_Mesh_TexMatrix(0, &layer->texmatrix);
12457 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12458 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12462 R_Mesh_TexBind(0, 0);
12463 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12465 // generate a color array for the fog pass
12466 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12467 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12471 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12476 GL_DepthFunc(GL_LEQUAL);
12477 GL_AlphaTest(false);
12481 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12485 r_vertexgeneric_t *batchvertex;
12488 GL_AlphaTest(false);
12489 R_Mesh_ResetTextureState();
12490 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12492 if(rsurface.texture && rsurface.texture->currentskinframe)
12494 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12495 c[3] *= rsurface.texture->currentalpha;
12505 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12507 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12508 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12509 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12512 // brighten it up (as texture value 127 means "unlit")
12513 c[0] *= 2 * r_refdef.view.colorscale;
12514 c[1] *= 2 * r_refdef.view.colorscale;
12515 c[2] *= 2 * r_refdef.view.colorscale;
12517 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12518 c[3] *= r_wateralpha.value;
12520 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12522 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12523 GL_DepthMask(false);
12525 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12527 GL_BlendFunc(GL_ONE, GL_ONE);
12528 GL_DepthMask(false);
12530 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12532 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12533 GL_DepthMask(false);
12535 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12537 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12538 GL_DepthMask(false);
12542 GL_BlendFunc(GL_ONE, GL_ZERO);
12543 GL_DepthMask(writedepth);
12546 if (r_showsurfaces.integer == 3)
12548 rsurface.passcolor4f = NULL;
12550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12552 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12554 rsurface.passcolor4f = NULL;
12555 rsurface.passcolor4f_vertexbuffer = 0;
12556 rsurface.passcolor4f_bufferoffset = 0;
12558 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12560 qboolean applycolor = true;
12563 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12565 r_refdef.lightmapintensity = 1;
12566 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12567 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12571 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12573 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12574 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12575 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12578 if(!rsurface.passcolor4f)
12579 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12581 RSurf_DrawBatch_GL11_ApplyAmbient();
12582 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12583 if(r_refdef.fogenabled)
12584 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12585 RSurf_DrawBatch_GL11_ClampColor();
12587 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12588 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12591 else if (!r_refdef.view.showdebug)
12593 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12594 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12595 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12597 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12598 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12600 R_Mesh_PrepareVertices_Generic_Unlock();
12603 else if (r_showsurfaces.integer == 4)
12605 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12606 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12607 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12609 unsigned char c = vi << 3;
12610 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12611 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12613 R_Mesh_PrepareVertices_Generic_Unlock();
12616 else if (r_showsurfaces.integer == 2)
12619 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12620 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12621 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12623 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12624 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12625 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12626 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12627 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12628 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12629 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12631 R_Mesh_PrepareVertices_Generic_Unlock();
12632 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12636 int texturesurfaceindex;
12638 const msurface_t *surface;
12639 unsigned char surfacecolor4ub[4];
12640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12641 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12643 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12645 surface = texturesurfacelist[texturesurfaceindex];
12646 k = (int)(((size_t)surface) / sizeof(msurface_t));
12647 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12648 for (j = 0;j < surface->num_vertices;j++)
12650 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12651 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12655 R_Mesh_PrepareVertices_Generic_Unlock();
12660 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12663 RSurf_SetupDepthAndCulling();
12664 if (r_showsurfaces.integer)
12666 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12669 switch (vid.renderpath)
12671 case RENDERPATH_GL20:
12672 case RENDERPATH_CGGL:
12673 case RENDERPATH_D3D9:
12674 case RENDERPATH_D3D10:
12675 case RENDERPATH_D3D11:
12676 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12678 case RENDERPATH_GL13:
12679 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12681 case RENDERPATH_GL11:
12682 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12688 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12691 RSurf_SetupDepthAndCulling();
12692 if (r_showsurfaces.integer)
12694 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12697 switch (vid.renderpath)
12699 case RENDERPATH_GL20:
12700 case RENDERPATH_CGGL:
12701 case RENDERPATH_D3D9:
12702 case RENDERPATH_D3D10:
12703 case RENDERPATH_D3D11:
12704 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12706 case RENDERPATH_GL13:
12707 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12709 case RENDERPATH_GL11:
12710 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12716 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12719 int texturenumsurfaces, endsurface;
12720 texture_t *texture;
12721 const msurface_t *surface;
12722 #define MAXBATCH_TRANSPARENTSURFACES 256
12723 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12725 // if the model is static it doesn't matter what value we give for
12726 // wantnormals and wanttangents, so this logic uses only rules applicable
12727 // to a model, knowing that they are meaningless otherwise
12728 if (ent == r_refdef.scene.worldentity)
12729 RSurf_ActiveWorldEntity();
12730 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12731 RSurf_ActiveModelEntity(ent, false, false, false);
12734 switch (vid.renderpath)
12736 case RENDERPATH_GL20:
12737 case RENDERPATH_CGGL:
12738 case RENDERPATH_D3D9:
12739 case RENDERPATH_D3D10:
12740 case RENDERPATH_D3D11:
12741 RSurf_ActiveModelEntity(ent, true, true, false);
12743 case RENDERPATH_GL13:
12744 case RENDERPATH_GL11:
12745 RSurf_ActiveModelEntity(ent, true, false, false);
12750 if (r_transparentdepthmasking.integer)
12752 qboolean setup = false;
12753 for (i = 0;i < numsurfaces;i = j)
12756 surface = rsurface.modelsurfaces + surfacelist[i];
12757 texture = surface->texture;
12758 rsurface.texture = R_GetCurrentTexture(texture);
12759 rsurface.lightmaptexture = NULL;
12760 rsurface.deluxemaptexture = NULL;
12761 rsurface.uselightmaptexture = false;
12762 // scan ahead until we find a different texture
12763 endsurface = min(i + 1024, numsurfaces);
12764 texturenumsurfaces = 0;
12765 texturesurfacelist[texturenumsurfaces++] = surface;
12766 for (;j < endsurface;j++)
12768 surface = rsurface.modelsurfaces + surfacelist[j];
12769 if (texture != surface->texture)
12771 texturesurfacelist[texturenumsurfaces++] = surface;
12773 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12775 // render the range of surfaces as depth
12779 GL_ColorMask(0,0,0,0);
12781 GL_DepthTest(true);
12782 GL_BlendFunc(GL_ONE, GL_ZERO);
12783 GL_DepthMask(true);
12784 GL_AlphaTest(false);
12785 R_Mesh_ResetTextureState();
12786 R_SetupShader_DepthOrShadow();
12788 RSurf_SetupDepthAndCulling();
12789 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12790 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12794 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12797 for (i = 0;i < numsurfaces;i = j)
12800 surface = rsurface.modelsurfaces + surfacelist[i];
12801 texture = surface->texture;
12802 rsurface.texture = R_GetCurrentTexture(texture);
12803 rsurface.lightmaptexture = surface->lightmaptexture;
12804 rsurface.deluxemaptexture = surface->deluxemaptexture;
12805 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12806 // scan ahead until we find a different texture
12807 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12808 texturenumsurfaces = 0;
12809 texturesurfacelist[texturenumsurfaces++] = surface;
12810 for (;j < endsurface;j++)
12812 surface = rsurface.modelsurfaces + surfacelist[j];
12813 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12815 texturesurfacelist[texturenumsurfaces++] = surface;
12817 // render the range of surfaces
12818 if (ent == r_refdef.scene.worldentity)
12819 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12821 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12823 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12824 GL_AlphaTest(false);
12827 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12829 // transparent surfaces get pushed off into the transparent queue
12830 int surfacelistindex;
12831 const msurface_t *surface;
12832 vec3_t tempcenter, center;
12833 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12835 surface = texturesurfacelist[surfacelistindex];
12836 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12837 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12838 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12839 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12840 if (queueentity->transparent_offset) // transparent offset
12842 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12843 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12844 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12846 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12850 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12852 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12854 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12856 RSurf_SetupDepthAndCulling();
12857 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12858 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12862 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12864 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12867 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12870 if (!rsurface.texture->currentnumlayers)
12872 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12873 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12875 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12877 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12878 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12879 else if (!rsurface.texture->currentnumlayers)
12881 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12883 // in the deferred case, transparent surfaces were queued during prepass
12884 if (!r_shadow_usingdeferredprepass)
12885 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12889 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12890 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12895 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12898 texture_t *texture;
12899 // break the surface list down into batches by texture and use of lightmapping
12900 for (i = 0;i < numsurfaces;i = j)
12903 // texture is the base texture pointer, rsurface.texture is the
12904 // current frame/skin the texture is directing us to use (for example
12905 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12906 // use skin 1 instead)
12907 texture = surfacelist[i]->texture;
12908 rsurface.texture = R_GetCurrentTexture(texture);
12909 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12910 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12911 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12912 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12914 // if this texture is not the kind we want, skip ahead to the next one
12915 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12919 // simply scan ahead until we find a different texture or lightmap state
12920 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12922 // render the range of surfaces
12923 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12927 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12931 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12934 if (!rsurface.texture->currentnumlayers)
12936 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12937 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12939 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12941 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12942 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12943 else if (!rsurface.texture->currentnumlayers)
12945 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12947 // in the deferred case, transparent surfaces were queued during prepass
12948 if (!r_shadow_usingdeferredprepass)
12949 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12953 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12954 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12959 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12962 texture_t *texture;
12963 // break the surface list down into batches by texture and use of lightmapping
12964 for (i = 0;i < numsurfaces;i = j)
12967 // texture is the base texture pointer, rsurface.texture is the
12968 // current frame/skin the texture is directing us to use (for example
12969 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12970 // use skin 1 instead)
12971 texture = surfacelist[i]->texture;
12972 rsurface.texture = R_GetCurrentTexture(texture);
12973 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12974 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12975 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12976 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12978 // if this texture is not the kind we want, skip ahead to the next one
12979 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12983 // simply scan ahead until we find a different texture or lightmap state
12984 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12986 // render the range of surfaces
12987 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12991 float locboxvertex3f[6*4*3] =
12993 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12994 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12995 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12996 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12997 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12998 1,0,0, 0,0,0, 0,1,0, 1,1,0
13001 unsigned short locboxelements[6*2*3] =
13006 12,13,14, 12,14,15,
13007 16,17,18, 16,18,19,
13011 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13014 cl_locnode_t *loc = (cl_locnode_t *)ent;
13016 float vertex3f[6*4*3];
13018 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13019 GL_DepthMask(false);
13020 GL_DepthRange(0, 1);
13021 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13022 GL_DepthTest(true);
13023 GL_CullFace(GL_NONE);
13024 R_EntityMatrix(&identitymatrix);
13026 R_Mesh_ResetTextureState();
13028 i = surfacelist[0];
13029 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13030 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13031 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13032 surfacelist[0] < 0 ? 0.5f : 0.125f);
13034 if (VectorCompare(loc->mins, loc->maxs))
13036 VectorSet(size, 2, 2, 2);
13037 VectorMA(loc->mins, -0.5f, size, mins);
13041 VectorCopy(loc->mins, mins);
13042 VectorSubtract(loc->maxs, loc->mins, size);
13045 for (i = 0;i < 6*4*3;)
13046 for (j = 0;j < 3;j++, i++)
13047 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13049 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13050 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13051 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13054 void R_DrawLocs(void)
13057 cl_locnode_t *loc, *nearestloc;
13059 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13060 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13062 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13063 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13067 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13069 if (decalsystem->decals)
13070 Mem_Free(decalsystem->decals);
13071 memset(decalsystem, 0, sizeof(*decalsystem));
13074 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)
13077 tridecal_t *decals;
13080 // expand or initialize the system
13081 if (decalsystem->maxdecals <= decalsystem->numdecals)
13083 decalsystem_t old = *decalsystem;
13084 qboolean useshortelements;
13085 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13086 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13087 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)));
13088 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13089 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13090 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13091 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13092 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13093 if (decalsystem->numdecals)
13094 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13096 Mem_Free(old.decals);
13097 for (i = 0;i < decalsystem->maxdecals*3;i++)
13098 decalsystem->element3i[i] = i;
13099 if (useshortelements)
13100 for (i = 0;i < decalsystem->maxdecals*3;i++)
13101 decalsystem->element3s[i] = i;
13104 // grab a decal and search for another free slot for the next one
13105 decals = decalsystem->decals;
13106 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13107 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13109 decalsystem->freedecal = i;
13110 if (decalsystem->numdecals <= i)
13111 decalsystem->numdecals = i + 1;
13113 // initialize the decal
13115 decal->triangleindex = triangleindex;
13116 decal->surfaceindex = surfaceindex;
13117 decal->decalsequence = decalsequence;
13118 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13119 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13120 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13121 decal->color4ub[0][3] = 255;
13122 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13123 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13124 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13125 decal->color4ub[1][3] = 255;
13126 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13127 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13128 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13129 decal->color4ub[2][3] = 255;
13130 decal->vertex3f[0][0] = v0[0];
13131 decal->vertex3f[0][1] = v0[1];
13132 decal->vertex3f[0][2] = v0[2];
13133 decal->vertex3f[1][0] = v1[0];
13134 decal->vertex3f[1][1] = v1[1];
13135 decal->vertex3f[1][2] = v1[2];
13136 decal->vertex3f[2][0] = v2[0];
13137 decal->vertex3f[2][1] = v2[1];
13138 decal->vertex3f[2][2] = v2[2];
13139 decal->texcoord2f[0][0] = t0[0];
13140 decal->texcoord2f[0][1] = t0[1];
13141 decal->texcoord2f[1][0] = t1[0];
13142 decal->texcoord2f[1][1] = t1[1];
13143 decal->texcoord2f[2][0] = t2[0];
13144 decal->texcoord2f[2][1] = t2[1];
13147 extern cvar_t cl_decals_bias;
13148 extern cvar_t cl_decals_models;
13149 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13150 // baseparms, parms, temps
13151 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)
13156 const float *vertex3f;
13158 float points[2][9][3];
13165 e = rsurface.modelelement3i + 3*triangleindex;
13167 vertex3f = rsurface.modelvertex3f;
13169 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13171 index = 3*e[cornerindex];
13172 VectorCopy(vertex3f + index, v[cornerindex]);
13175 //TriangleNormal(v[0], v[1], v[2], normal);
13176 //if (DotProduct(normal, localnormal) < 0.0f)
13178 // clip by each of the box planes formed from the projection matrix
13179 // if anything survives, we emit the decal
13180 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]);
13183 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]);
13186 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]);
13189 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]);
13192 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]);
13195 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]);
13198 // some part of the triangle survived, so we have to accept it...
13201 // dynamic always uses the original triangle
13203 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13205 index = 3*e[cornerindex];
13206 VectorCopy(vertex3f + index, v[cornerindex]);
13209 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13211 // convert vertex positions to texcoords
13212 Matrix4x4_Transform(projection, v[cornerindex], temp);
13213 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13214 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13215 // calculate distance fade from the projection origin
13216 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13217 f = bound(0.0f, f, 1.0f);
13218 c[cornerindex][0] = r * f;
13219 c[cornerindex][1] = g * f;
13220 c[cornerindex][2] = b * f;
13221 c[cornerindex][3] = 1.0f;
13222 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13225 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);
13227 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13228 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);
13230 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)
13232 matrix4x4_t projection;
13233 decalsystem_t *decalsystem;
13236 const msurface_t *surface;
13237 const msurface_t *surfaces;
13238 const int *surfacelist;
13239 const texture_t *texture;
13241 int numsurfacelist;
13242 int surfacelistindex;
13245 float localorigin[3];
13246 float localnormal[3];
13247 float localmins[3];
13248 float localmaxs[3];
13251 float planes[6][4];
13254 int bih_triangles_count;
13255 int bih_triangles[256];
13256 int bih_surfaces[256];
13258 decalsystem = &ent->decalsystem;
13259 model = ent->model;
13260 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13262 R_DecalSystem_Reset(&ent->decalsystem);
13266 if (!model->brush.data_leafs && !cl_decals_models.integer)
13268 if (decalsystem->model)
13269 R_DecalSystem_Reset(decalsystem);
13273 if (decalsystem->model != model)
13274 R_DecalSystem_Reset(decalsystem);
13275 decalsystem->model = model;
13277 RSurf_ActiveModelEntity(ent, false, false, false);
13279 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13280 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13281 VectorNormalize(localnormal);
13282 localsize = worldsize*rsurface.inversematrixscale;
13283 localmins[0] = localorigin[0] - localsize;
13284 localmins[1] = localorigin[1] - localsize;
13285 localmins[2] = localorigin[2] - localsize;
13286 localmaxs[0] = localorigin[0] + localsize;
13287 localmaxs[1] = localorigin[1] + localsize;
13288 localmaxs[2] = localorigin[2] + localsize;
13290 //VectorCopy(localnormal, planes[4]);
13291 //VectorVectors(planes[4], planes[2], planes[0]);
13292 AnglesFromVectors(angles, localnormal, NULL, false);
13293 AngleVectors(angles, planes[0], planes[2], planes[4]);
13294 VectorNegate(planes[0], planes[1]);
13295 VectorNegate(planes[2], planes[3]);
13296 VectorNegate(planes[4], planes[5]);
13297 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13298 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13299 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13300 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13301 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13302 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13307 matrix4x4_t forwardprojection;
13308 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13309 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13314 float projectionvector[4][3];
13315 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13316 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13317 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13318 projectionvector[0][0] = planes[0][0] * ilocalsize;
13319 projectionvector[0][1] = planes[1][0] * ilocalsize;
13320 projectionvector[0][2] = planes[2][0] * ilocalsize;
13321 projectionvector[1][0] = planes[0][1] * ilocalsize;
13322 projectionvector[1][1] = planes[1][1] * ilocalsize;
13323 projectionvector[1][2] = planes[2][1] * ilocalsize;
13324 projectionvector[2][0] = planes[0][2] * ilocalsize;
13325 projectionvector[2][1] = planes[1][2] * ilocalsize;
13326 projectionvector[2][2] = planes[2][2] * ilocalsize;
13327 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13328 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13329 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13330 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13334 dynamic = model->surfmesh.isanimated;
13335 numsurfacelist = model->nummodelsurfaces;
13336 surfacelist = model->sortedmodelsurfaces;
13337 surfaces = model->data_surfaces;
13340 bih_triangles_count = -1;
13343 if(model->render_bih.numleafs)
13344 bih = &model->render_bih;
13345 else if(model->collision_bih.numleafs)
13346 bih = &model->collision_bih;
13349 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13350 if(bih_triangles_count == 0)
13352 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13354 if(bih_triangles_count > 0)
13356 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13358 surfaceindex = bih_surfaces[triangleindex];
13359 surface = surfaces + surfaceindex;
13360 texture = surface->texture;
13361 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13363 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13365 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13370 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13372 surfaceindex = surfacelist[surfacelistindex];
13373 surface = surfaces + surfaceindex;
13374 // check cull box first because it rejects more than any other check
13375 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13377 // skip transparent surfaces
13378 texture = surface->texture;
13379 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13381 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13383 numtriangles = surface->num_triangles;
13384 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13385 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13390 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13391 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)
13393 int renderentityindex;
13394 float worldmins[3];
13395 float worldmaxs[3];
13396 entity_render_t *ent;
13398 if (!cl_decals_newsystem.integer)
13401 worldmins[0] = worldorigin[0] - worldsize;
13402 worldmins[1] = worldorigin[1] - worldsize;
13403 worldmins[2] = worldorigin[2] - worldsize;
13404 worldmaxs[0] = worldorigin[0] + worldsize;
13405 worldmaxs[1] = worldorigin[1] + worldsize;
13406 worldmaxs[2] = worldorigin[2] + worldsize;
13408 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13410 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13412 ent = r_refdef.scene.entities[renderentityindex];
13413 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13416 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13420 typedef struct r_decalsystem_splatqueue_s
13422 vec3_t worldorigin;
13423 vec3_t worldnormal;
13429 r_decalsystem_splatqueue_t;
13431 int r_decalsystem_numqueued = 0;
13432 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13434 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)
13436 r_decalsystem_splatqueue_t *queue;
13438 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13441 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13442 VectorCopy(worldorigin, queue->worldorigin);
13443 VectorCopy(worldnormal, queue->worldnormal);
13444 Vector4Set(queue->color, r, g, b, a);
13445 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13446 queue->worldsize = worldsize;
13447 queue->decalsequence = cl.decalsequence++;
13450 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13453 r_decalsystem_splatqueue_t *queue;
13455 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13456 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);
13457 r_decalsystem_numqueued = 0;
13460 extern cvar_t cl_decals_max;
13461 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13464 decalsystem_t *decalsystem = &ent->decalsystem;
13471 if (!decalsystem->numdecals)
13474 if (r_showsurfaces.integer)
13477 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13479 R_DecalSystem_Reset(decalsystem);
13483 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13484 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13486 if (decalsystem->lastupdatetime)
13487 frametime = (cl.time - decalsystem->lastupdatetime);
13490 decalsystem->lastupdatetime = cl.time;
13491 decal = decalsystem->decals;
13492 numdecals = decalsystem->numdecals;
13494 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13496 if (decal->color4ub[0][3])
13498 decal->lived += frametime;
13499 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13501 memset(decal, 0, sizeof(*decal));
13502 if (decalsystem->freedecal > i)
13503 decalsystem->freedecal = i;
13507 decal = decalsystem->decals;
13508 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13511 // collapse the array by shuffling the tail decals into the gaps
13514 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13515 decalsystem->freedecal++;
13516 if (decalsystem->freedecal == numdecals)
13518 decal[decalsystem->freedecal] = decal[--numdecals];
13521 decalsystem->numdecals = numdecals;
13523 if (numdecals <= 0)
13525 // if there are no decals left, reset decalsystem
13526 R_DecalSystem_Reset(decalsystem);
13530 extern skinframe_t *decalskinframe;
13531 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13534 decalsystem_t *decalsystem = &ent->decalsystem;
13543 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13546 numdecals = decalsystem->numdecals;
13550 if (r_showsurfaces.integer)
13553 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13555 R_DecalSystem_Reset(decalsystem);
13559 // if the model is static it doesn't matter what value we give for
13560 // wantnormals and wanttangents, so this logic uses only rules applicable
13561 // to a model, knowing that they are meaningless otherwise
13562 if (ent == r_refdef.scene.worldentity)
13563 RSurf_ActiveWorldEntity();
13565 RSurf_ActiveModelEntity(ent, false, false, false);
13567 decalsystem->lastupdatetime = cl.time;
13568 decal = decalsystem->decals;
13570 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13572 // update vertex positions for animated models
13573 v3f = decalsystem->vertex3f;
13574 c4f = decalsystem->color4f;
13575 t2f = decalsystem->texcoord2f;
13576 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13578 if (!decal->color4ub[0][3])
13581 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13584 // update color values for fading decals
13585 if (decal->lived >= cl_decals_time.value)
13587 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13588 alpha *= (1.0f/255.0f);
13591 alpha = 1.0f/255.0f;
13593 c4f[ 0] = decal->color4ub[0][0] * alpha;
13594 c4f[ 1] = decal->color4ub[0][1] * alpha;
13595 c4f[ 2] = decal->color4ub[0][2] * alpha;
13597 c4f[ 4] = decal->color4ub[1][0] * alpha;
13598 c4f[ 5] = decal->color4ub[1][1] * alpha;
13599 c4f[ 6] = decal->color4ub[1][2] * alpha;
13601 c4f[ 8] = decal->color4ub[2][0] * alpha;
13602 c4f[ 9] = decal->color4ub[2][1] * alpha;
13603 c4f[10] = decal->color4ub[2][2] * alpha;
13606 t2f[0] = decal->texcoord2f[0][0];
13607 t2f[1] = decal->texcoord2f[0][1];
13608 t2f[2] = decal->texcoord2f[1][0];
13609 t2f[3] = decal->texcoord2f[1][1];
13610 t2f[4] = decal->texcoord2f[2][0];
13611 t2f[5] = decal->texcoord2f[2][1];
13613 // update vertex positions for animated models
13614 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13616 e = rsurface.modelelement3i + 3*decal->triangleindex;
13617 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13618 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13619 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13623 VectorCopy(decal->vertex3f[0], v3f);
13624 VectorCopy(decal->vertex3f[1], v3f + 3);
13625 VectorCopy(decal->vertex3f[2], v3f + 6);
13628 if (r_refdef.fogenabled)
13630 alpha = RSurf_FogVertex(v3f);
13631 VectorScale(c4f, alpha, c4f);
13632 alpha = RSurf_FogVertex(v3f + 3);
13633 VectorScale(c4f + 4, alpha, c4f + 4);
13634 alpha = RSurf_FogVertex(v3f + 6);
13635 VectorScale(c4f + 8, alpha, c4f + 8);
13646 r_refdef.stats.drawndecals += numtris;
13648 // now render the decals all at once
13649 // (this assumes they all use one particle font texture!)
13650 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);
13651 R_Mesh_ResetTextureState();
13652 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13653 GL_DepthMask(false);
13654 GL_DepthRange(0, 1);
13655 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13656 GL_DepthTest(true);
13657 GL_CullFace(GL_NONE);
13658 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13659 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13660 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13664 static void R_DrawModelDecals(void)
13668 // fade faster when there are too many decals
13669 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13670 for (i = 0;i < r_refdef.scene.numentities;i++)
13671 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13673 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13674 for (i = 0;i < r_refdef.scene.numentities;i++)
13675 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13676 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13678 R_DecalSystem_ApplySplatEntitiesQueue();
13680 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13681 for (i = 0;i < r_refdef.scene.numentities;i++)
13682 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13684 r_refdef.stats.totaldecals += numdecals;
13686 if (r_showsurfaces.integer)
13689 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13691 for (i = 0;i < r_refdef.scene.numentities;i++)
13693 if (!r_refdef.viewcache.entityvisible[i])
13695 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13696 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13700 extern cvar_t mod_collision_bih;
13701 void R_DrawDebugModel(void)
13703 entity_render_t *ent = rsurface.entity;
13704 int i, j, k, l, flagsmask;
13705 const msurface_t *surface;
13706 dp_model_t *model = ent->model;
13709 switch(vid.renderpath)
13711 case RENDERPATH_GL11:
13712 case RENDERPATH_GL13:
13713 case RENDERPATH_GL20:
13714 case RENDERPATH_CGGL:
13716 case RENDERPATH_D3D9:
13717 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13719 case RENDERPATH_D3D10:
13720 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13722 case RENDERPATH_D3D11:
13723 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13727 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13729 R_Mesh_ResetTextureState();
13730 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13731 GL_DepthRange(0, 1);
13732 GL_DepthTest(!r_showdisabledepthtest.integer);
13733 GL_DepthMask(false);
13734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13736 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13740 qboolean cullbox = ent == r_refdef.scene.worldentity;
13741 const q3mbrush_t *brush;
13742 const bih_t *bih = &model->collision_bih;
13743 const bih_leaf_t *bihleaf;
13744 float vertex3f[3][3];
13745 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13747 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13749 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13751 switch (bihleaf->type)
13754 brush = model->brush.data_brushes + bihleaf->itemindex;
13755 if (brush->colbrushf && brush->colbrushf->numtriangles)
13757 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);
13758 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13759 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13762 case BIH_COLLISIONTRIANGLE:
13763 triangleindex = bihleaf->itemindex;
13764 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13765 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13766 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13767 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);
13768 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13769 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13771 case BIH_RENDERTRIANGLE:
13772 triangleindex = bihleaf->itemindex;
13773 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13774 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13775 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13776 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);
13777 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13778 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13784 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13786 if (r_showtris.integer || r_shownormals.integer)
13788 if (r_showdisabledepthtest.integer)
13790 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13791 GL_DepthMask(false);
13795 GL_BlendFunc(GL_ONE, GL_ZERO);
13796 GL_DepthMask(true);
13798 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13800 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13802 rsurface.texture = R_GetCurrentTexture(surface->texture);
13803 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13805 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13806 if (r_showtris.value > 0)
13808 if (!rsurface.texture->currentlayers->depthmask)
13809 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13810 else if (ent == r_refdef.scene.worldentity)
13811 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13813 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13814 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13815 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13817 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13820 if (r_shownormals.value < 0)
13822 qglBegin(GL_LINES);
13823 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13825 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13826 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13827 qglVertex3f(v[0], v[1], v[2]);
13828 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13829 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13830 qglVertex3f(v[0], v[1], v[2]);
13835 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13837 qglBegin(GL_LINES);
13838 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13840 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13841 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13842 qglVertex3f(v[0], v[1], v[2]);
13843 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13844 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13845 qglVertex3f(v[0], v[1], v[2]);
13849 qglBegin(GL_LINES);
13850 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13852 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13853 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13854 qglVertex3f(v[0], v[1], v[2]);
13855 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13856 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13857 qglVertex3f(v[0], v[1], v[2]);
13861 qglBegin(GL_LINES);
13862 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13864 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13865 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13866 qglVertex3f(v[0], v[1], v[2]);
13867 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13868 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13869 qglVertex3f(v[0], v[1], v[2]);
13876 rsurface.texture = NULL;
13880 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13881 int r_maxsurfacelist = 0;
13882 const msurface_t **r_surfacelist = NULL;
13883 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13885 int i, j, endj, flagsmask;
13886 dp_model_t *model = r_refdef.scene.worldmodel;
13887 msurface_t *surfaces;
13888 unsigned char *update;
13889 int numsurfacelist = 0;
13893 if (r_maxsurfacelist < model->num_surfaces)
13895 r_maxsurfacelist = model->num_surfaces;
13897 Mem_Free((msurface_t**)r_surfacelist);
13898 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13901 RSurf_ActiveWorldEntity();
13903 surfaces = model->data_surfaces;
13904 update = model->brushq1.lightmapupdateflags;
13906 // update light styles on this submodel
13907 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13909 model_brush_lightstyleinfo_t *style;
13910 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13912 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13914 int *list = style->surfacelist;
13915 style->value = r_refdef.scene.lightstylevalue[style->style];
13916 for (j = 0;j < style->numsurfaces;j++)
13917 update[list[j]] = true;
13922 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13926 R_DrawDebugModel();
13927 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13931 rsurface.lightmaptexture = NULL;
13932 rsurface.deluxemaptexture = NULL;
13933 rsurface.uselightmaptexture = false;
13934 rsurface.texture = NULL;
13935 rsurface.rtlight = NULL;
13936 numsurfacelist = 0;
13937 // add visible surfaces to draw list
13938 for (i = 0;i < model->nummodelsurfaces;i++)
13940 j = model->sortedmodelsurfaces[i];
13941 if (r_refdef.viewcache.world_surfacevisible[j])
13942 r_surfacelist[numsurfacelist++] = surfaces + j;
13944 // update lightmaps if needed
13945 if (model->brushq1.firstrender)
13947 model->brushq1.firstrender = false;
13948 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13950 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13954 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13955 if (r_refdef.viewcache.world_surfacevisible[j])
13957 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13959 // don't do anything if there were no surfaces
13960 if (!numsurfacelist)
13962 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13965 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13966 GL_AlphaTest(false);
13968 // add to stats if desired
13969 if (r_speeds.integer && !skysurfaces && !depthonly)
13971 r_refdef.stats.world_surfaces += numsurfacelist;
13972 for (j = 0;j < numsurfacelist;j++)
13973 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13976 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13979 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13981 int i, j, endj, flagsmask;
13982 dp_model_t *model = ent->model;
13983 msurface_t *surfaces;
13984 unsigned char *update;
13985 int numsurfacelist = 0;
13989 if (r_maxsurfacelist < model->num_surfaces)
13991 r_maxsurfacelist = model->num_surfaces;
13993 Mem_Free((msurface_t **)r_surfacelist);
13994 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13997 // if the model is static it doesn't matter what value we give for
13998 // wantnormals and wanttangents, so this logic uses only rules applicable
13999 // to a model, knowing that they are meaningless otherwise
14000 if (ent == r_refdef.scene.worldentity)
14001 RSurf_ActiveWorldEntity();
14002 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14003 RSurf_ActiveModelEntity(ent, false, false, false);
14005 RSurf_ActiveModelEntity(ent, true, true, true);
14006 else if (depthonly)
14008 switch (vid.renderpath)
14010 case RENDERPATH_GL20:
14011 case RENDERPATH_CGGL:
14012 case RENDERPATH_D3D9:
14013 case RENDERPATH_D3D10:
14014 case RENDERPATH_D3D11:
14015 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14017 case RENDERPATH_GL13:
14018 case RENDERPATH_GL11:
14019 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14025 switch (vid.renderpath)
14027 case RENDERPATH_GL20:
14028 case RENDERPATH_CGGL:
14029 case RENDERPATH_D3D9:
14030 case RENDERPATH_D3D10:
14031 case RENDERPATH_D3D11:
14032 RSurf_ActiveModelEntity(ent, true, true, false);
14034 case RENDERPATH_GL13:
14035 case RENDERPATH_GL11:
14036 RSurf_ActiveModelEntity(ent, true, false, false);
14041 surfaces = model->data_surfaces;
14042 update = model->brushq1.lightmapupdateflags;
14044 // update light styles
14045 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14047 model_brush_lightstyleinfo_t *style;
14048 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14050 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14052 int *list = style->surfacelist;
14053 style->value = r_refdef.scene.lightstylevalue[style->style];
14054 for (j = 0;j < style->numsurfaces;j++)
14055 update[list[j]] = true;
14060 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14064 R_DrawDebugModel();
14065 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14069 rsurface.lightmaptexture = NULL;
14070 rsurface.deluxemaptexture = NULL;
14071 rsurface.uselightmaptexture = false;
14072 rsurface.texture = NULL;
14073 rsurface.rtlight = NULL;
14074 numsurfacelist = 0;
14075 // add visible surfaces to draw list
14076 for (i = 0;i < model->nummodelsurfaces;i++)
14077 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14078 // don't do anything if there were no surfaces
14079 if (!numsurfacelist)
14081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14084 // update lightmaps if needed
14088 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14093 R_BuildLightMap(ent, surfaces + j);
14098 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14100 R_BuildLightMap(ent, surfaces + j);
14101 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14102 GL_AlphaTest(false);
14104 // add to stats if desired
14105 if (r_speeds.integer && !skysurfaces && !depthonly)
14107 r_refdef.stats.entities_surfaces += numsurfacelist;
14108 for (j = 0;j < numsurfacelist;j++)
14109 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14112 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14115 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14117 static texture_t texture;
14118 static msurface_t surface;
14119 const msurface_t *surfacelist = &surface;
14121 // fake enough texture and surface state to render this geometry
14123 texture.update_lastrenderframe = -1; // regenerate this texture
14124 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14125 texture.currentskinframe = skinframe;
14126 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14127 texture.offsetmapping = OFFSETMAPPING_OFF;
14128 texture.offsetscale = 1;
14129 texture.specularscalemod = 1;
14130 texture.specularpowermod = 1;
14132 surface.texture = &texture;
14133 surface.num_triangles = numtriangles;
14134 surface.num_firsttriangle = firsttriangle;
14135 surface.num_vertices = numvertices;
14136 surface.num_firstvertex = firstvertex;
14139 rsurface.texture = R_GetCurrentTexture(surface.texture);
14140 rsurface.lightmaptexture = NULL;
14141 rsurface.deluxemaptexture = NULL;
14142 rsurface.uselightmaptexture = false;
14143 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14146 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)
14148 static msurface_t surface;
14149 const msurface_t *surfacelist = &surface;
14151 // fake enough texture and surface state to render this geometry
14153 surface.texture = texture;
14154 surface.num_triangles = numtriangles;
14155 surface.num_firsttriangle = firsttriangle;
14156 surface.num_vertices = numvertices;
14157 surface.num_firstvertex = firstvertex;
14160 rsurface.texture = R_GetCurrentTexture(surface.texture);
14161 rsurface.lightmaptexture = NULL;
14162 rsurface.deluxemaptexture = NULL;
14163 rsurface.uselightmaptexture = false;
14164 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);