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"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 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)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 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"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 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)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 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"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 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)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 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"};
70 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"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 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"};
73 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"};
74 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"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 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)"};
80 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)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 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."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 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."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
96 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"};
97 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"};
98 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
101 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
102 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"};
104 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
105 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
106 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
107 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
108 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
109 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
110 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
111 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
113 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)"};
114 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"};
116 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
123 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
124 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
126 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)"};
127 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
128 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
129 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
130 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
131 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)"};
132 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)"};
133 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)"};
134 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)"};
136 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)"};
137 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
138 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"};
139 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
140 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
142 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
143 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
144 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
145 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
147 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
148 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
149 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
150 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
151 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
152 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
153 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
155 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
156 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
157 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
158 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)"};
160 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"};
162 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"};
164 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
166 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
167 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
168 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"};
169 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
170 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
171 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
172 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
173 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)"};
175 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
177 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)"};
179 extern cvar_t v_glslgamma;
181 extern qboolean v_flipped_state;
183 static struct r_bloomstate_s
188 int bloomwidth, bloomheight;
190 int screentexturewidth, screentextureheight;
191 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
193 int bloomtexturewidth, bloomtextureheight;
194 rtexture_t *texture_bloom;
196 // arrays for rendering the screen passes
197 float screentexcoord2f[8];
198 float bloomtexcoord2f[8];
199 float offsettexcoord2f[8];
201 r_viewport_t viewport;
205 r_waterstate_t r_waterstate;
207 /// shadow volume bsp struct with automatically growing nodes buffer
210 rtexture_t *r_texture_blanknormalmap;
211 rtexture_t *r_texture_white;
212 rtexture_t *r_texture_grey128;
213 rtexture_t *r_texture_black;
214 rtexture_t *r_texture_notexture;
215 rtexture_t *r_texture_whitecube;
216 rtexture_t *r_texture_normalizationcube;
217 rtexture_t *r_texture_fogattenuation;
218 rtexture_t *r_texture_gammaramps;
219 unsigned int r_texture_gammaramps_serial;
220 //rtexture_t *r_texture_fogintensity;
221 rtexture_t *r_texture_reflectcube;
223 // TODO: hash lookups?
224 typedef struct cubemapinfo_s
231 int r_texture_numcubemaps;
232 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
234 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
235 unsigned int r_numqueries;
236 unsigned int r_maxqueries;
238 typedef struct r_qwskincache_s
240 char name[MAX_QPATH];
241 skinframe_t *skinframe;
245 static r_qwskincache_t *r_qwskincache;
246 static int r_qwskincache_size;
248 /// vertex coordinates for a quad that covers the screen exactly
249 const float r_screenvertex3f[12] =
257 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
260 for (i = 0;i < verts;i++)
271 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
274 for (i = 0;i < verts;i++)
284 // FIXME: move this to client?
287 if (gamemode == GAME_NEHAHRA)
289 Cvar_Set("gl_fogenable", "0");
290 Cvar_Set("gl_fogdensity", "0.2");
291 Cvar_Set("gl_fogred", "0.3");
292 Cvar_Set("gl_foggreen", "0.3");
293 Cvar_Set("gl_fogblue", "0.3");
295 r_refdef.fog_density = 0;
296 r_refdef.fog_red = 0;
297 r_refdef.fog_green = 0;
298 r_refdef.fog_blue = 0;
299 r_refdef.fog_alpha = 1;
300 r_refdef.fog_start = 0;
301 r_refdef.fog_end = 16384;
302 r_refdef.fog_height = 1<<30;
303 r_refdef.fog_fadedepth = 128;
306 static void R_BuildBlankTextures(void)
308 unsigned char data[4];
309 data[2] = 128; // normal X
310 data[1] = 128; // normal Y
311 data[0] = 255; // normal Z
312 data[3] = 128; // height
313 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
331 static void R_BuildNoTexture(void)
334 unsigned char pix[16][16][4];
335 // this makes a light grey/dark grey checkerboard texture
336 for (y = 0;y < 16;y++)
338 for (x = 0;x < 16;x++)
340 if ((y < 8) ^ (x < 8))
356 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
359 static void R_BuildWhiteCube(void)
361 unsigned char data[6*1*1*4];
362 memset(data, 255, sizeof(data));
363 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildNormalizationCube(void)
370 vec_t s, t, intensity;
373 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
374 for (side = 0;side < 6;side++)
376 for (y = 0;y < NORMSIZE;y++)
378 for (x = 0;x < NORMSIZE;x++)
380 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
416 intensity = 127.0f / sqrt(DotProduct(v, v));
417 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
418 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
419 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
420 data[((side*64+y)*64+x)*4+3] = 255;
424 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
428 static void R_BuildFogTexture(void)
432 unsigned char data1[FOGWIDTH][4];
433 //unsigned char data2[FOGWIDTH][4];
436 r_refdef.fogmasktable_start = r_refdef.fog_start;
437 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
438 r_refdef.fogmasktable_range = r_refdef.fogrange;
439 r_refdef.fogmasktable_density = r_refdef.fog_density;
441 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
442 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
444 d = (x * r - r_refdef.fogmasktable_start);
445 if(developer_extra.integer)
446 Con_DPrintf("%f ", d);
448 if (r_fog_exp2.integer)
449 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
451 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
452 if(developer_extra.integer)
453 Con_DPrintf(" : %f ", alpha);
454 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
455 if(developer_extra.integer)
456 Con_DPrintf(" = %f\n", alpha);
457 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
460 for (x = 0;x < FOGWIDTH;x++)
462 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
467 //data2[x][0] = 255 - b;
468 //data2[x][1] = 255 - b;
469 //data2[x][2] = 255 - b;
472 if (r_texture_fogattenuation)
474 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
475 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
479 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
480 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
484 //=======================================================================================================================================================
486 static const char *builtinshaderstring =
487 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
488 "// written by Forest 'LordHavoc' Hale\n"
489 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
491 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
494 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
495 "#define USELIGHTMAP\n"
497 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
498 "#define USEEYEVECTOR\n"
501 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
502 "# extension GL_ARB_texture_rectangle : enable\n"
505 "#ifdef USESHADOWMAP2D\n"
506 "# ifdef GL_EXT_gpu_shader4\n"
507 "# extension GL_EXT_gpu_shader4 : enable\n"
509 "# ifdef GL_ARB_texture_gather\n"
510 "# extension GL_ARB_texture_gather : enable\n"
512 "# ifdef GL_AMD_texture_texture4\n"
513 "# extension GL_AMD_texture_texture4 : enable\n"
518 "#ifdef USESHADOWMAPCUBE\n"
519 "# extension GL_EXT_gpu_shader4 : enable\n"
522 "//#ifdef USESHADOWSAMPLER\n"
523 "//# extension GL_ARB_shadow : enable\n"
526 "//#ifdef __GLSL_CG_DATA_TYPES\n"
527 "//# define myhalf half\n"
528 "//# define myhalf2 half2\n"
529 "//# define myhalf3 half3\n"
530 "//# define myhalf4 half4\n"
532 "# define myhalf float\n"
533 "# define myhalf2 vec2\n"
534 "# define myhalf3 vec3\n"
535 "# define myhalf4 vec4\n"
538 "#ifdef VERTEX_SHADER\n"
539 "uniform mat4 ModelViewProjectionMatrix;\n"
542 "#ifdef MODE_DEPTH_OR_SHADOW\n"
543 "#ifdef VERTEX_SHADER\n"
546 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
549 "#else // !MODE_DEPTH_ORSHADOW\n"
554 "#ifdef MODE_SHOWDEPTH\n"
555 "#ifdef VERTEX_SHADER\n"
558 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
559 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
563 "#ifdef FRAGMENT_SHADER\n"
566 " gl_FragColor = gl_Color;\n"
569 "#else // !MODE_SHOWDEPTH\n"
574 "#ifdef MODE_POSTPROCESS\n"
575 "varying vec2 TexCoord1;\n"
576 "varying vec2 TexCoord2;\n"
578 "#ifdef VERTEX_SHADER\n"
581 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
582 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
584 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "uniform sampler2D Texture_First;\n"
592 "uniform sampler2D Texture_Second;\n"
594 "#ifdef USEGAMMARAMPS\n"
595 "uniform sampler2D Texture_GammaRamps;\n"
597 "#ifdef USESATURATION\n"
598 "uniform float Saturation;\n"
600 "#ifdef USEVIEWTINT\n"
601 "uniform vec4 ViewTintColor;\n"
603 "//uncomment these if you want to use them:\n"
604 "uniform vec4 UserVec1;\n"
605 "// uniform vec4 UserVec2;\n"
606 "// uniform vec4 UserVec3;\n"
607 "// uniform vec4 UserVec4;\n"
608 "// uniform float ClientTime;\n"
609 "uniform vec2 PixelSize;\n"
612 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
614 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
616 "#ifdef USEVIEWTINT\n"
617 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
620 "#ifdef USEPOSTPROCESSING\n"
621 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
622 "// 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"
623 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
628 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
631 "#ifdef USESATURATION\n"
632 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
633 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
634 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
635 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
638 "#ifdef USEGAMMARAMPS\n"
639 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
640 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
641 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
645 "#else // !MODE_POSTPROCESS\n"
650 "#ifdef MODE_GENERIC\n"
651 "#ifdef USEDIFFUSE\n"
652 "varying vec2 TexCoord1;\n"
654 "#ifdef USESPECULAR\n"
655 "varying vec2 TexCoord2;\n"
657 "#ifdef VERTEX_SHADER\n"
660 " gl_FrontColor = gl_Color;\n"
661 "#ifdef USEDIFFUSE\n"
662 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#ifdef USESPECULAR\n"
665 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
667 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "#ifdef USEDIFFUSE\n"
673 "uniform sampler2D Texture_First;\n"
675 "#ifdef USESPECULAR\n"
676 "uniform sampler2D Texture_Second;\n"
681 " gl_FragColor = gl_Color;\n"
682 "#ifdef USEDIFFUSE\n"
683 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
686 "#ifdef USESPECULAR\n"
687 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
688 "# ifdef USECOLORMAPPING\n"
689 " gl_FragColor *= tex2;\n"
692 " gl_FragColor += tex2;\n"
694 "# ifdef USEVERTEXTEXTUREBLEND\n"
695 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
700 "#else // !MODE_GENERIC\n"
705 "#ifdef MODE_BLOOMBLUR\n"
706 "varying TexCoord;\n"
707 "#ifdef VERTEX_SHADER\n"
710 " gl_FrontColor = gl_Color;\n"
711 " TexCoord = gl_MultiTexCoord0.xy;\n"
712 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
716 "#ifdef FRAGMENT_SHADER\n"
717 "uniform sampler2D Texture_First;\n"
718 "uniform vec4 BloomBlur_Parameters;\n"
723 " vec2 tc = TexCoord;\n"
724 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
725 " tc += BloomBlur_Parameters.xy;\n"
726 " for (i = 1;i < SAMPLES;i++)\n"
728 " color += texture2D(Texture_First, tc).rgb;\n"
729 " tc += BloomBlur_Parameters.xy;\n"
731 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
734 "#else // !MODE_BLOOMBLUR\n"
735 "#ifdef MODE_REFRACTION\n"
736 "varying vec2 TexCoord;\n"
737 "varying vec4 ModelViewProjectionPosition;\n"
738 "uniform mat4 TexMatrix;\n"
739 "#ifdef VERTEX_SHADER\n"
743 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
744 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 " ModelViewProjectionPosition = gl_Position;\n"
749 "#ifdef FRAGMENT_SHADER\n"
750 "uniform sampler2D Texture_Normal;\n"
751 "uniform sampler2D Texture_Refraction;\n"
752 "uniform sampler2D Texture_Reflection;\n"
754 "uniform vec4 DistortScaleRefractReflect;\n"
755 "uniform vec4 ScreenScaleRefractReflect;\n"
756 "uniform vec4 ScreenCenterRefractReflect;\n"
757 "uniform vec4 RefractColor;\n"
758 "uniform vec4 ReflectColor;\n"
759 "uniform float ReflectFactor;\n"
760 "uniform float ReflectOffset;\n"
764 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
765 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
768 " // FIXME temporary hack to detect the case that the reflection\n"
769 " // gets blackened at edges due to leaving the area that contains actual\n"
771 " // Remove this 'ack once we have a better way to stop this thing from\n"
773 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
774 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
777 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
778 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
781 "#else // !MODE_REFRACTION\n"
786 "#ifdef MODE_WATER\n"
787 "varying vec2 TexCoord;\n"
788 "varying vec3 EyeVector;\n"
789 "varying vec4 ModelViewProjectionPosition;\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform vec3 EyePosition;\n"
792 "uniform mat4 TexMatrix;\n"
796 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
797 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
798 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
799 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
800 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
801 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
806 "#ifdef FRAGMENT_SHADER\n"
807 "uniform sampler2D Texture_Normal;\n"
808 "uniform sampler2D Texture_Refraction;\n"
809 "uniform sampler2D Texture_Reflection;\n"
811 "uniform vec4 DistortScaleRefractReflect;\n"
812 "uniform vec4 ScreenScaleRefractReflect;\n"
813 "uniform vec4 ScreenCenterRefractReflect;\n"
814 "uniform vec4 RefractColor;\n"
815 "uniform vec4 ReflectColor;\n"
816 "uniform float ReflectFactor;\n"
817 "uniform float ReflectOffset;\n"
821 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
822 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
825 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 " // FIXME temporary hack to detect the case that the reflection\n"
827 " // gets blackened at edges due to leaving the area that contains actual\n"
829 " // Remove this 'ack once we have a better way to stop this thing from\n"
831 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
836 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
840 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
841 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
842 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
845 "#else // !MODE_WATER\n"
850 "// common definitions between vertex shader and fragment shader:\n"
852 "varying vec2 TexCoord;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "varying vec2 TexCoord2;\n"
856 "#ifdef USELIGHTMAP\n"
857 "varying vec2 TexCoordLightmap;\n"
860 "#ifdef MODE_LIGHTSOURCE\n"
861 "varying vec3 CubeVector;\n"
864 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
865 "varying vec3 LightVector;\n"
868 "#ifdef USEEYEVECTOR\n"
869 "varying vec3 EyeVector;\n"
872 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
875 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
876 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
877 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
878 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
881 "#ifdef USEREFLECTION\n"
882 "varying vec4 ModelViewProjectionPosition;\n"
884 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "varying vec4 ModelViewPosition;\n"
889 "#ifdef MODE_LIGHTSOURCE\n"
890 "uniform vec3 LightPosition;\n"
892 "uniform vec3 EyePosition;\n"
893 "#ifdef MODE_LIGHTDIRECTION\n"
894 "uniform vec3 LightDir;\n"
896 "uniform vec4 FogPlane;\n"
898 "#ifdef USESHADOWMAPORTHO\n"
899 "varying vec3 ShadowMapTC;\n"
906 "// 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"
908 "// fragment shader specific:\n"
909 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Color;\n"
913 "uniform sampler2D Texture_Gloss;\n"
915 "uniform sampler2D Texture_Glow;\n"
917 "#ifdef USEVERTEXTEXTUREBLEND\n"
918 "uniform sampler2D Texture_SecondaryNormal;\n"
919 "uniform sampler2D Texture_SecondaryColor;\n"
920 "uniform sampler2D Texture_SecondaryGloss;\n"
922 "uniform sampler2D Texture_SecondaryGlow;\n"
925 "#ifdef USECOLORMAPPING\n"
926 "uniform sampler2D Texture_Pants;\n"
927 "uniform sampler2D Texture_Shirt;\n"
930 "uniform sampler2D Texture_FogMask;\n"
932 "#ifdef USELIGHTMAP\n"
933 "uniform sampler2D Texture_Lightmap;\n"
935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
936 "uniform sampler2D Texture_Deluxemap;\n"
938 "#ifdef USEREFLECTION\n"
939 "uniform sampler2D Texture_Reflection;\n"
942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
943 "uniform sampler2D Texture_ScreenDepth;\n"
944 "uniform sampler2D Texture_ScreenNormalMap;\n"
946 "#ifdef USEDEFERREDLIGHTMAP\n"
947 "uniform sampler2D Texture_ScreenDiffuse;\n"
948 "uniform sampler2D Texture_ScreenSpecular;\n"
951 "uniform myhalf3 Color_Pants;\n"
952 "uniform myhalf3 Color_Shirt;\n"
953 "uniform myhalf3 FogColor;\n"
956 "uniform float FogRangeRecip;\n"
957 "uniform float FogPlaneViewDist;\n"
958 "uniform float FogHeightFade;\n"
959 "float FogVertex(void)\n"
961 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
962 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
964 "#ifdef USEFOGOUTSIDE\n"
965 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
967 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
969 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
973 "#ifdef USEOFFSETMAPPING\n"
974 "uniform float OffsetMapping_Scale;\n"
975 "vec2 OffsetMapping(vec2 TexCoord)\n"
977 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
978 " // 14 sample relief mapping: linear search and then binary search\n"
979 " // this basically steps forward a small amount repeatedly until it finds\n"
980 " // itself inside solid, then jitters forward and back using decreasing\n"
981 " // amounts to find the impact\n"
982 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
983 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 RT = vec3(TexCoord, 1);\n"
986 " OffsetVector *= 0.1;\n"
987 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1003 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1004 " // this basically moves forward the full distance, and then backs up based\n"
1005 " // on height of samples\n"
1006 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1007 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " TexCoord += OffsetVector;\n"
1010 " OffsetVector *= 0.333;\n"
1011 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " return TexCoord;\n"
1017 "#endif // USEOFFSETMAPPING\n"
1019 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1020 "uniform sampler2D Texture_Attenuation;\n"
1021 "uniform samplerCube Texture_Cube;\n"
1024 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1026 "#ifdef USESHADOWMAPRECT\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1030 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1034 "#ifdef USESHADOWMAP2D\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1038 "uniform sampler2D Texture_ShadowMap2D;\n"
1042 "#ifdef USESHADOWMAPVSDCT\n"
1043 "uniform samplerCube Texture_CubeProjection;\n"
1046 "#ifdef USESHADOWMAPCUBE\n"
1047 "# ifdef USESHADOWSAMPLER\n"
1048 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1050 "uniform samplerCube Texture_ShadowMapCube;\n"
1054 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1055 "uniform vec2 ShadowMap_TextureScale;\n"
1056 "uniform vec4 ShadowMap_Parameters;\n"
1059 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1060 "# ifdef USESHADOWMAPORTHO\n"
1061 "# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1063 "# ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1066 " vec3 adir = abs(dir);\n"
1067 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1068 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1069 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1070 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1071 " stc.z += ShadowMap_Parameters.z;\n"
1075 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1077 " vec3 adir = abs(dir);\n"
1081 " if (adir.x > adir.y)\n"
1083 " if (adir.x > adir.z) // X\n"
1087 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1093 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1098 " if (adir.y > adir.z) // Y\n"
1102 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1108 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1112 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1113 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1114 " stc.z += ShadowMap_Parameters.z;\n"
1119 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1121 "#ifdef USESHADOWMAPCUBE\n"
1122 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1124 " vec3 adir = abs(dir);\n"
1125 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1129 "# ifdef USESHADOWMAPRECT\n"
1130 "float ShadowMapCompare(vec3 dir)\n"
1132 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1134 "# ifdef USESHADOWSAMPLER\n"
1136 "# ifdef USESHADOWMAPPCF\n"
1137 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1138 " 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"
1140 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1145 "# ifdef USESHADOWMAPPCF\n"
1146 "# if USESHADOWMAPPCF > 1\n"
1147 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1148 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1149 " 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"
1150 " 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"
1151 " 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"
1152 " 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"
1153 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1154 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1156 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1157 " vec2 offset = fract(shadowmaptc.xy);\n"
1158 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1159 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1160 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1161 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1162 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1165 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1169 "# ifdef USESHADOWMAPORTHO\n"
1170 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1177 "# ifdef USESHADOWMAP2D\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1180 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1183 "# ifdef USESHADOWSAMPLER\n"
1184 "# ifdef USESHADOWMAPPCF\n"
1185 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1186 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1187 " 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"
1189 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1192 "# ifdef USESHADOWMAPPCF\n"
1193 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1194 "# ifdef GL_ARB_texture_gather\n"
1195 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1197 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1199 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 " center *= ShadowMap_TextureScale;\n"
1201 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1202 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1203 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1204 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1205 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1206 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1207 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1209 "# ifdef GL_EXT_gpu_shader4\n"
1210 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1212 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1216 " center *= ShadowMap_TextureScale;\n"
1217 " 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"
1218 " 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"
1219 " 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"
1220 " 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"
1221 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1222 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1224 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1225 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1226 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1227 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1228 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1229 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1233 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1236 "# ifdef USESHADOWMAPORTHO\n"
1237 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1244 "# ifdef USESHADOWMAPCUBE\n"
1245 "float ShadowMapCompare(vec3 dir)\n"
1247 " // apply depth texture cubemap as light filter\n"
1248 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1250 "# ifdef USESHADOWSAMPLER\n"
1251 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1253 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1258 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1259 "#endif // FRAGMENT_SHADER\n"
1264 "#ifdef MODE_DEFERREDGEOMETRY\n"
1265 "#ifdef VERTEX_SHADER\n"
1266 "uniform mat4 TexMatrix;\n"
1267 "#ifdef USEVERTEXTEXTUREBLEND\n"
1268 "uniform mat4 BackgroundTexMatrix;\n"
1270 "uniform mat4 ModelViewMatrix;\n"
1273 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 " gl_FrontColor = gl_Color;\n"
1276 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1279 " // transform unnormalized eye direction into tangent space\n"
1280 "#ifdef USEOFFSETMAPPING\n"
1281 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1282 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1283 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1284 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1287 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1288 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1289 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1290 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1292 "#endif // VERTEX_SHADER\n"
1294 "#ifdef FRAGMENT_SHADER\n"
1297 "#ifdef USEOFFSETMAPPING\n"
1298 " // apply offsetmapping\n"
1299 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1300 "#define TexCoord TexCoordOffset\n"
1303 "#ifdef USEALPHAKILL\n"
1304 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1308 "#ifdef USEVERTEXTEXTUREBLEND\n"
1309 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1310 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1311 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1312 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1315 "#ifdef USEVERTEXTEXTUREBLEND\n"
1316 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1317 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1319 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1320 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1323 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1325 "#endif // FRAGMENT_SHADER\n"
1326 "#else // !MODE_DEFERREDGEOMETRY\n"
1331 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1332 "#ifdef VERTEX_SHADER\n"
1333 "uniform mat4 ModelViewMatrix;\n"
1336 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1337 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1339 "#endif // VERTEX_SHADER\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1342 "uniform mat4 ViewToLight;\n"
1343 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1344 "uniform vec2 ScreenToDepth;\n"
1345 "uniform myhalf3 DeferredColor_Ambient;\n"
1346 "uniform myhalf3 DeferredColor_Diffuse;\n"
1347 "#ifdef USESPECULAR\n"
1348 "uniform myhalf3 DeferredColor_Specular;\n"
1349 "uniform myhalf SpecularPower;\n"
1351 "uniform myhalf2 PixelToScreenTexCoord;\n"
1354 " // calculate viewspace pixel position\n"
1355 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1357 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1358 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1359 " // decode viewspace pixel normal\n"
1360 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1361 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1362 " // surfacenormal = pixel normal in viewspace\n"
1363 " // LightVector = pixel to light in viewspace\n"
1364 " // CubeVector = position in lightspace\n"
1365 " // eyevector = pixel to view in viewspace\n"
1366 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1367 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1368 "#ifdef USEDIFFUSE\n"
1369 " // calculate diffuse shading\n"
1370 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1371 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1373 "#ifdef USESPECULAR\n"
1374 " // calculate directional shading\n"
1375 " vec3 eyevector = position * -1.0;\n"
1376 "# ifdef USEEXACTSPECULARMATH\n"
1377 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1379 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1380 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1384 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1385 " fade *= ShadowMapCompare(CubeVector);\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1391 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1393 "#ifdef USESPECULAR\n"
1394 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1396 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1399 "# ifdef USECUBEFILTER\n"
1400 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1401 " gl_FragData[0].rgb *= cubecolor;\n"
1402 " gl_FragData[1].rgb *= cubecolor;\n"
1405 "#endif // FRAGMENT_SHADER\n"
1406 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1411 "#ifdef VERTEX_SHADER\n"
1412 "uniform mat4 TexMatrix;\n"
1413 "#ifdef USEVERTEXTEXTUREBLEND\n"
1414 "uniform mat4 BackgroundTexMatrix;\n"
1416 "#ifdef MODE_LIGHTSOURCE\n"
1417 "uniform mat4 ModelToLight;\n"
1419 "#ifdef USESHADOWMAPORTHO\n"
1420 "uniform mat4 ShadowMapMatrix;\n"
1424 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1425 " gl_FrontColor = gl_Color;\n"
1427 " // copy the surface texcoord\n"
1428 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1429 "#ifdef USEVERTEXTEXTUREBLEND\n"
1430 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1432 "#ifdef USELIGHTMAP\n"
1433 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 " // transform vertex position into light attenuation/cubemap space\n"
1438 " // (-1 to +1 across the light box)\n"
1439 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1441 "# ifdef USEDIFFUSE\n"
1442 " // transform unnormalized light direction into tangent space\n"
1443 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1444 " // normalize it per pixel)\n"
1445 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1446 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1447 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1448 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1452 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1453 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1454 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1455 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1458 " // transform unnormalized eye direction into tangent space\n"
1459 "#ifdef USEEYEVECTOR\n"
1460 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1461 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1462 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1463 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1467 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1468 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1471 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1472 " VectorS = gl_MultiTexCoord1.xyz;\n"
1473 " VectorT = gl_MultiTexCoord2.xyz;\n"
1474 " VectorR = gl_MultiTexCoord3.xyz;\n"
1477 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1478 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1480 "#ifdef USESHADOWMAPORTHO\n"
1481 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1484 "#ifdef USEREFLECTION\n"
1485 " ModelViewProjectionPosition = gl_Position;\n"
1488 "#endif // VERTEX_SHADER\n"
1493 "#ifdef FRAGMENT_SHADER\n"
1494 "#ifdef USEDEFERREDLIGHTMAP\n"
1495 "uniform myhalf2 PixelToScreenTexCoord;\n"
1496 "uniform myhalf3 DeferredMod_Diffuse;\n"
1497 "uniform myhalf3 DeferredMod_Specular;\n"
1499 "uniform myhalf3 Color_Ambient;\n"
1500 "uniform myhalf3 Color_Diffuse;\n"
1501 "uniform myhalf3 Color_Specular;\n"
1502 "uniform myhalf SpecularPower;\n"
1504 "uniform myhalf3 Color_Glow;\n"
1506 "uniform myhalf Alpha;\n"
1507 "#ifdef USEREFLECTION\n"
1508 "uniform vec4 DistortScaleRefractReflect;\n"
1509 "uniform vec4 ScreenScaleRefractReflect;\n"
1510 "uniform vec4 ScreenCenterRefractReflect;\n"
1511 "uniform myhalf4 ReflectColor;\n"
1513 "#ifdef USEREFLECTCUBE\n"
1514 "uniform mat4 ModelToReflectCube;\n"
1515 "uniform sampler2D Texture_ReflectMask;\n"
1516 "uniform samplerCube Texture_ReflectCube;\n"
1518 "#ifdef MODE_LIGHTDIRECTION\n"
1519 "uniform myhalf3 LightColor;\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 "uniform myhalf3 LightColor;\n"
1526 "#ifdef USEOFFSETMAPPING\n"
1527 " // apply offsetmapping\n"
1528 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1529 "#define TexCoord TexCoordOffset\n"
1532 " // combine the diffuse textures (base, pants, shirt)\n"
1533 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1534 "#ifdef USEALPHAKILL\n"
1535 " if (color.a < 0.5)\n"
1538 " color.a *= Alpha;\n"
1539 "#ifdef USECOLORMAPPING\n"
1540 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1542 "#ifdef USEVERTEXTEXTUREBLEND\n"
1543 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1544 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1545 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1546 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1548 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1551 " // get the surface normal\n"
1552 "#ifdef USEVERTEXTEXTUREBLEND\n"
1553 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1555 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1558 " // get the material colors\n"
1559 " myhalf3 diffusetex = color.rgb;\n"
1560 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1561 "# ifdef USEVERTEXTEXTUREBLEND\n"
1562 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1564 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1570 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1571 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1572 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1578 "#ifdef MODE_LIGHTSOURCE\n"
1579 " // light source\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1583 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1584 "#ifdef USESPECULAR\n"
1585 "#ifdef USEEXACTSPECULARMATH\n"
1586 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1588 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1589 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1591 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1594 " color.rgb = diffusetex * Color_Ambient;\n"
1596 " color.rgb *= LightColor;\n"
1597 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1598 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1599 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1601 "# ifdef USECUBEFILTER\n"
1602 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1604 "#endif // MODE_LIGHTSOURCE\n"
1609 "#ifdef MODE_LIGHTDIRECTION\n"
1611 "#ifdef USEDIFFUSE\n"
1612 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1614 "#define lightcolor LightColor\n"
1615 "#endif // MODE_LIGHTDIRECTION\n"
1616 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1618 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1619 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1620 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1621 " // convert modelspace light vector to tangentspace\n"
1622 " myhalf3 lightnormal;\n"
1623 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1624 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1625 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1626 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1627 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1628 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1629 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1630 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1631 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1632 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1633 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1634 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1635 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1636 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1637 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1639 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1640 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1641 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 "#ifdef MODE_LIGHTMAP\n"
1648 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1649 "#endif // MODE_LIGHTMAP\n"
1650 "#ifdef MODE_VERTEXCOLOR\n"
1651 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1652 "#endif // MODE_VERTEXCOLOR\n"
1653 "#ifdef MODE_FLATCOLOR\n"
1654 " color.rgb = diffusetex * Color_Ambient;\n"
1655 "#endif // MODE_FLATCOLOR\n"
1661 "# ifdef USEDIFFUSE\n"
1662 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1663 "# ifdef USESPECULAR\n"
1664 "# ifdef USEEXACTSPECULARMATH\n"
1665 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1667 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1668 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1670 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1672 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1675 " color.rgb = diffusetex * Color_Ambient;\n"
1679 "#ifdef USESHADOWMAPORTHO\n"
1680 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1683 "#ifdef USEDEFERREDLIGHTMAP\n"
1684 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1685 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1686 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1690 "#ifdef USEVERTEXTEXTUREBLEND\n"
1691 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1693 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1698 "#ifdef MODE_LIGHTSOURCE\n"
1699 " color.rgb *= myhalf(FogVertex());\n"
1701 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1705 " // 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"
1706 "#ifdef USEREFLECTION\n"
1707 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1708 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1709 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1710 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1711 " // FIXME temporary hack to detect the case that the reflection\n"
1712 " // gets blackened at edges due to leaving the area that contains actual\n"
1714 " // Remove this 'ack once we have a better way to stop this thing from\n"
1716 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1717 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1718 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1719 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1720 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1721 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1724 " gl_FragColor = vec4(color);\n"
1726 "#endif // FRAGMENT_SHADER\n"
1728 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1729 "#endif // !MODE_DEFERREDGEOMETRY\n"
1730 "#endif // !MODE_WATER\n"
1731 "#endif // !MODE_REFRACTION\n"
1732 "#endif // !MODE_BLOOMBLUR\n"
1733 "#endif // !MODE_GENERIC\n"
1734 "#endif // !MODE_POSTPROCESS\n"
1735 "#endif // !MODE_SHOWDEPTH\n"
1736 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1740 =========================================================================================================================================================
1744 =========================================================================================================================================================
1748 =========================================================================================================================================================
1752 =========================================================================================================================================================
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1767 const char *builtincgshaderstring =
1768 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1769 "// written by Forest 'LordHavoc' Hale\n"
1770 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1772 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1775 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1776 "#define USELIGHTMAP\n"
1778 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1779 "#define USEEYEVECTOR\n"
1782 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1783 "#ifdef VERTEX_SHADER\n"
1786 "float4 gl_Vertex : POSITION,\n"
1787 "uniform float4x4 ModelViewProjectionMatrix,\n"
1788 "out float4 gl_Position : POSITION\n"
1791 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1794 "#else // !MODE_DEPTH_ORSHADOW\n"
1799 "#ifdef MODE_SHOWDEPTH\n"
1800 "#ifdef VERTEX_SHADER\n"
1803 "float4 gl_Vertex : POSITION,\n"
1804 "uniform float4x4 ModelViewProjectionMatrix,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float4 gl_FrontColor : COLOR0\n"
1809 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1814 "#ifdef FRAGMENT_SHADER\n"
1817 "float4 gl_FrontColor : COLOR0,\n"
1818 "out float4 gl_FragColor : COLOR\n"
1821 " gl_FragColor = gl_FrontColor;\n"
1824 "#else // !MODE_SHOWDEPTH\n"
1829 "#ifdef MODE_POSTPROCESS\n"
1831 "#ifdef VERTEX_SHADER\n"
1834 "float4 gl_Vertex : POSITION,\n"
1835 "uniform float4x4 ModelViewProjectionMatrix,\n"
1836 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1837 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1838 "out float4 gl_Position : POSITION,\n"
1839 "out float2 TexCoord1 : TEXCOORD0,\n"
1840 "out float2 TexCoord2 : TEXCOORD1\n"
1843 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1844 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1846 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1854 "float2 TexCoord1 : TEXCOORD0,\n"
1855 "float2 TexCoord2 : TEXCOORD1,\n"
1856 "uniform sampler2D Texture_First,\n"
1858 "uniform sampler2D Texture_Second,\n"
1860 "#ifdef USEGAMMARAMPS\n"
1861 "uniform sampler2D Texture_GammaRamps,\n"
1863 "#ifdef USESATURATION\n"
1864 "uniform float Saturation,\n"
1866 "#ifdef USEVIEWTINT\n"
1867 "uniform float4 ViewTintColor,\n"
1869 "uniform float4 UserVec1,\n"
1870 "uniform float4 UserVec2,\n"
1871 "uniform float4 UserVec3,\n"
1872 "uniform float4 UserVec4,\n"
1873 "uniform float ClientTime,\n"
1874 "uniform float2 PixelSize,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1878 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1880 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1882 "#ifdef USEVIEWTINT\n"
1883 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1886 "#ifdef USEPOSTPROCESSING\n"
1887 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1888 "// 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"
1889 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1890 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1891 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1892 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1893 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1894 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1897 "#ifdef USESATURATION\n"
1898 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1899 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1900 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1901 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1904 "#ifdef USEGAMMARAMPS\n"
1905 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1906 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1907 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1911 "#else // !MODE_POSTPROCESS\n"
1916 "#ifdef MODE_GENERIC\n"
1917 "#ifdef VERTEX_SHADER\n"
1920 "float4 gl_Vertex : POSITION,\n"
1921 "uniform float4x4 ModelViewProjectionMatrix,\n"
1922 "float4 gl_Color : COLOR0,\n"
1923 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1924 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR,\n"
1927 "out float2 TexCoord1 : TEXCOORD0,\n"
1928 "out float2 TexCoord2 : TEXCOORD1\n"
1931 " gl_FrontColor = gl_Color;\n"
1932 "#ifdef USEDIFFUSE\n"
1933 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1935 "#ifdef USESPECULAR\n"
1936 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1938 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1946 "float4 gl_FrontColor : COLOR,\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "#ifdef USEDIFFUSE\n"
1950 "uniform sampler2D Texture_First,\n"
1952 "#ifdef USESPECULAR\n"
1953 "uniform sampler2D Texture_Second,\n"
1955 "out float4 gl_FragColor : COLOR\n"
1958 " gl_FragColor = gl_FrontColor;\n"
1959 "#ifdef USEDIFFUSE\n"
1960 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1963 "#ifdef USESPECULAR\n"
1964 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1965 "# ifdef USECOLORMAPPING\n"
1966 " gl_FragColor *= tex2;\n"
1969 " gl_FragColor += tex2;\n"
1971 "# ifdef USEVERTEXTEXTUREBLEND\n"
1972 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1977 "#else // !MODE_GENERIC\n"
1982 "#ifdef MODE_BLOOMBLUR\n"
1983 "#ifdef VERTEX_SHADER\n"
1986 "float4 gl_Vertex : POSITION,\n"
1987 "uniform float4x4 ModelViewProjectionMatrix,\n"
1988 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1989 "out float4 gl_Position : POSITION,\n"
1990 "out float2 TexCoord : TEXCOORD0\n"
1993 " TexCoord = gl_MultiTexCoord0.xy;\n"
1994 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1998 "#ifdef FRAGMENT_SHADER\n"
2002 "float2 TexCoord : TEXCOORD0,\n"
2003 "uniform sampler2D Texture_First,\n"
2004 "uniform float4 BloomBlur_Parameters,\n"
2005 "out float4 gl_FragColor : COLOR\n"
2009 " float2 tc = TexCoord;\n"
2010 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2011 " tc += BloomBlur_Parameters.xy;\n"
2012 " for (i = 1;i < SAMPLES;i++)\n"
2014 " color += tex2D(Texture_First, tc).rgb;\n"
2015 " tc += BloomBlur_Parameters.xy;\n"
2017 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2020 "#else // !MODE_BLOOMBLUR\n"
2021 "#ifdef MODE_REFRACTION\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "uniform float4x4 TexMatrix,\n"
2029 "uniform float3 EyePosition,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float2 TexCoord : TEXCOORD0,\n"
2032 "out float3 EyeVector : TEXCOORD1,\n"
2033 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2036 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2037 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2038 " ModelViewProjectionPosition = gl_Position;\n"
2042 "#ifdef FRAGMENT_SHADER\n"
2045 "float2 TexCoord : TEXCOORD0,\n"
2046 "float3 EyeVector : TEXCOORD1,\n"
2047 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2048 "uniform sampler2D Texture_Normal,\n"
2049 "uniform sampler2D Texture_Refraction,\n"
2050 "uniform sampler2D Texture_Reflection,\n"
2051 "uniform float4 DistortScaleRefractReflect,\n"
2052 "uniform float4 ScreenScaleRefractReflect,\n"
2053 "uniform float4 ScreenCenterRefractReflect,\n"
2054 "uniform float4 RefractColor,\n"
2055 "out float4 gl_FragColor : COLOR\n"
2058 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2059 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2061 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2062 " // FIXME temporary hack to detect the case that the reflection\n"
2063 " // gets blackened at edges due to leaving the area that contains actual\n"
2065 " // Remove this 'ack once we have a better way to stop this thing from\n"
2067 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2070 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2071 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2072 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2075 "#else // !MODE_REFRACTION\n"
2080 "#ifdef MODE_WATER\n"
2081 "#ifdef VERTEX_SHADER\n"
2085 "float4 gl_Vertex : POSITION,\n"
2086 "uniform float4x4 ModelViewProjectionMatrix,\n"
2087 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2088 "uniform float4x4 TexMatrix,\n"
2089 "uniform float3 EyePosition,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0,\n"
2092 "out float3 EyeVector : TEXCOORD1,\n"
2093 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2096 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2097 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2098 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2099 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2100 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2101 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 " ModelViewProjectionPosition = gl_Position;\n"
2106 "#ifdef FRAGMENT_SHADER\n"
2109 "float2 TexCoord : TEXCOORD0,\n"
2110 "float3 EyeVector : TEXCOORD1,\n"
2111 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2112 "uniform sampler2D Texture_Normal,\n"
2113 "uniform sampler2D Texture_Refraction,\n"
2114 "uniform sampler2D Texture_Reflection,\n"
2115 "uniform float4 DistortScaleRefractReflect,\n"
2116 "uniform float4 ScreenScaleRefractReflect,\n"
2117 "uniform float4 ScreenCenterRefractReflect,\n"
2118 "uniform float4 RefractColor,\n"
2119 "uniform float4 ReflectColor,\n"
2120 "uniform float ReflectFactor,\n"
2121 "uniform float ReflectOffset,\n"
2122 "out float4 gl_FragColor : COLOR\n"
2125 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2126 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2128 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2129 " // FIXME temporary hack to detect the case that the reflection\n"
2130 " // gets blackened at edges due to leaving the area that contains actual\n"
2132 " // Remove this 'ack once we have a better way to stop this thing from\n"
2134 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2135 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2136 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2137 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2138 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2139 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2140 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2143 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2144 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2145 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2148 "#else // !MODE_WATER\n"
2153 "// 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"
2155 "// fragment shader specific:\n"
2156 "#ifdef FRAGMENT_SHADER\n"
2159 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2162 "#ifdef USEFOGOUTSIDE\n"
2163 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2165 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2167 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2171 "#ifdef USEOFFSETMAPPING\n"
2172 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2174 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2175 " // 14 sample relief mapping: linear search and then binary search\n"
2176 " // this basically steps forward a small amount repeatedly until it finds\n"
2177 " // itself inside solid, then jitters forward and back using decreasing\n"
2178 " // amounts to find the impact\n"
2179 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2180 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2182 " float3 RT = float3(TexCoord, 1);\n"
2183 " OffsetVector *= 0.1;\n"
2184 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2193 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2194 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2195 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2196 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2197 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2200 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2201 " // this basically moves forward the full distance, and then backs up based\n"
2202 " // on height of samples\n"
2203 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2204 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2205 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2206 " TexCoord += OffsetVector;\n"
2207 " OffsetVector *= 0.333;\n"
2208 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2211 " return TexCoord;\n"
2214 "#endif // USEOFFSETMAPPING\n"
2216 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2217 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2218 "# ifdef USESHADOWMAPORTHO\n"
2219 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2221 "# ifdef USESHADOWMAPVSDCT\n"
2222 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2224 " float3 adir = abs(dir);\n"
2225 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2226 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2227 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2228 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2229 " stc.z += ShadowMap_Parameters.z;\n"
2233 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2235 " float3 adir = abs(dir);\n"
2239 " if (adir.x > adir.y)\n"
2241 " if (adir.x > adir.z) // X\n"
2245 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2251 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2256 " if (adir.y > adir.z) // Y\n"
2260 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2266 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2270 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2271 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2272 " stc.z += ShadowMap_Parameters.z;\n"
2277 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2279 "#ifdef USESHADOWMAPCUBE\n"
2280 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2282 " float3 adir = abs(dir);\n"
2283 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2287 "# ifdef USESHADOWMAPRECT\n"
2288 "#ifdef USESHADOWMAPVSDCT\n"
2289 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2291 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2294 "#ifdef USESHADOWMAPVSDCT\n"
2295 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2297 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2300 "# ifdef USESHADOWSAMPLER\n"
2302 "# ifdef USESHADOWMAPPCF\n"
2303 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2304 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2306 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2311 "# ifdef USESHADOWMAPPCF\n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2314 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " 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"
2319 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2320 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2323 " float2 offset = frac(shadowmaptc.xy);\n"
2324 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2325 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2326 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2327 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2328 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2335 "# ifdef USESHADOWMAPORTHO\n"
2336 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2343 "# ifdef USESHADOWMAP2D\n"
2344 "#ifdef USESHADOWMAPVSDCT\n"
2345 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2347 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2350 "#ifdef USESHADOWMAPVSDCT\n"
2351 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2353 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2357 "# ifdef USESHADOWSAMPLER\n"
2358 "# ifdef USESHADOWMAPPCF\n"
2359 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2360 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2361 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2363 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2366 "# ifdef USESHADOWMAPPCF\n"
2367 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2368 "# ifdef GL_ARB_texture_gather\n"
2369 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2371 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2373 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2374 " center *= ShadowMap_TextureScale;\n"
2375 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2376 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2377 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2378 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2379 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2380 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2381 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2383 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2384 "# if USESHADOWMAPPCF > 1\n"
2385 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2386 " center *= ShadowMap_TextureScale;\n"
2387 " 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"
2388 " 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"
2389 " 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"
2390 " 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"
2391 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2392 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2394 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2395 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2396 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2397 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2398 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2399 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2403 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2414 "# ifdef USESHADOWMAPCUBE\n"
2415 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2417 " // apply depth texture cubemap as light filter\n"
2418 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2420 "# ifdef USESHADOWSAMPLER\n"
2421 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2423 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2428 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2429 "#endif // FRAGMENT_SHADER\n"
2434 "#ifdef MODE_DEFERREDGEOMETRY\n"
2435 "#ifdef VERTEX_SHADER\n"
2438 "float4 gl_Vertex : POSITION,\n"
2439 "uniform float4x4 ModelViewProjectionMatrix,\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 "float4 gl_Color : COLOR0,\n"
2443 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2444 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2445 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2446 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2447 "uniform float4x4 TexMatrix,\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "uniform float4x4 BackgroundTexMatrix,\n"
2451 "uniform float4x4 ModelViewMatrix,\n"
2452 "#ifdef USEOFFSETMAPPING\n"
2453 "uniform float3 EyePosition,\n"
2455 "out float4 gl_Position : POSITION,\n"
2456 "out float4 gl_FrontColor : COLOR,\n"
2457 "out float4 TexCoordBoth : TEXCOORD0,\n"
2458 "#ifdef USEOFFSETMAPPING\n"
2459 "out float3 EyeVector : TEXCOORD2,\n"
2461 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2462 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2463 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2466 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 " gl_FrontColor = gl_Color;\n"
2469 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2472 " // transform unnormalized eye direction into tangent space\n"
2473 "#ifdef USEOFFSETMAPPING\n"
2474 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2475 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2476 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2477 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2480 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2481 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2482 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2483 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2485 "#endif // VERTEX_SHADER\n"
2487 "#ifdef FRAGMENT_SHADER\n"
2490 "float4 TexCoordBoth : TEXCOORD0,\n"
2491 "float3 EyeVector : TEXCOORD2,\n"
2492 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2493 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2494 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2495 "uniform sampler2D Texture_Normal,\n"
2496 "#ifdef USEALPHAKILL\n"
2497 "uniform sampler2D Texture_Color,\n"
2499 "uniform sampler2D Texture_Gloss,\n"
2500 "#ifdef USEVERTEXTEXTUREBLEND\n"
2501 "uniform sampler2D Texture_SecondaryNormal,\n"
2502 "uniform sampler2D Texture_SecondaryGloss,\n"
2504 "#ifdef USEOFFSETMAPPING\n"
2505 "uniform float OffsetMapping_Scale,\n"
2507 "uniform half SpecularPower,\n"
2508 "out float4 gl_FragColor : COLOR\n"
2511 " float2 TexCoord = TexCoordBoth.xy;\n"
2512 "#ifdef USEOFFSETMAPPING\n"
2513 " // apply offsetmapping\n"
2514 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2515 "#define TexCoord TexCoordOffset\n"
2518 "#ifdef USEALPHAKILL\n"
2519 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2525 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2526 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2527 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2530 "#ifdef USEVERTEXTEXTUREBLEND\n"
2531 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2532 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2534 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2535 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2538 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2540 "#endif // FRAGMENT_SHADER\n"
2541 "#else // !MODE_DEFERREDGEOMETRY\n"
2546 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2547 "#ifdef VERTEX_SHADER\n"
2550 "float4 gl_Vertex : POSITION,\n"
2551 "uniform float4x4 ModelViewProjectionMatrix,\n"
2552 "uniform float4x4 ModelViewMatrix,\n"
2553 "out float4 gl_Position : POSITION,\n"
2554 "out float4 ModelViewPosition : TEXCOORD0\n"
2557 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float2 Pixel : WPOS,\n"
2566 "float4 ModelViewPosition : TEXCOORD0,\n"
2567 "uniform float4x4 ViewToLight,\n"
2568 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2569 "uniform float3 LightPosition,\n"
2570 "uniform half2 PixelToScreenTexCoord,\n"
2571 "uniform half3 DeferredColor_Ambient,\n"
2572 "uniform half3 DeferredColor_Diffuse,\n"
2573 "#ifdef USESPECULAR\n"
2574 "uniform half3 DeferredColor_Specular,\n"
2575 "uniform half SpecularPower,\n"
2577 "uniform sampler2D Texture_Attenuation,\n"
2578 "uniform sampler2D Texture_ScreenDepth,\n"
2579 "uniform sampler2D Texture_ScreenNormalMap,\n"
2581 "#ifdef USESHADOWMAPRECT\n"
2582 "# ifdef USESHADOWSAMPLER\n"
2583 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2585 "uniform samplerRECT Texture_ShadowMapRect,\n"
2589 "#ifdef USESHADOWMAP2D\n"
2590 "# ifdef USESHADOWSAMPLER\n"
2591 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2593 "uniform sampler2D Texture_ShadowMap2D,\n"
2597 "#ifdef USESHADOWMAPVSDCT\n"
2598 "uniform samplerCUBE Texture_CubeProjection,\n"
2601 "#ifdef USESHADOWMAPCUBE\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2605 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2609 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2610 "uniform float2 ShadowMap_TextureScale,\n"
2611 "uniform float4 ShadowMap_Parameters,\n"
2614 "out float4 gl_FragData0 : COLOR0,\n"
2615 "out float4 gl_FragData1 : COLOR1\n"
2618 " // calculate viewspace pixel position\n"
2619 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2620 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2621 " float3 position;\n"
2622 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2623 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2624 " // decode viewspace pixel normal\n"
2625 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2626 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2627 " // surfacenormal = pixel normal in viewspace\n"
2628 " // LightVector = pixel to light in viewspace\n"
2629 " // CubeVector = position in lightspace\n"
2630 " // eyevector = pixel to view in viewspace\n"
2631 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2632 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2633 "#ifdef USEDIFFUSE\n"
2634 " // calculate diffuse shading\n"
2635 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2636 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2638 "#ifdef USESPECULAR\n"
2639 " // calculate directional shading\n"
2640 " float3 eyevector = position * -1.0;\n"
2641 "# ifdef USEEXACTSPECULARMATH\n"
2642 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2644 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2645 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2649 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2650 " fade *= ShadowMapCompare(CubeVector,\n"
2651 "# if defined(USESHADOWMAP2D)\n"
2652 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2654 "# if defined(USESHADOWMAPRECT)\n"
2655 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2657 "# if defined(USESHADOWMAPCUBE)\n"
2658 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2661 "#ifdef USESHADOWMAPVSDCT\n"
2662 ", Texture_CubeProjection\n"
2667 "#ifdef USEDIFFUSE\n"
2668 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2670 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2672 "#ifdef USESPECULAR\n"
2673 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2675 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2678 "# ifdef USECUBEFILTER\n"
2679 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2680 " gl_FragData0.rgb *= cubecolor;\n"
2681 " gl_FragData1.rgb *= cubecolor;\n"
2684 "#endif // FRAGMENT_SHADER\n"
2685 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2690 "#ifdef VERTEX_SHADER\n"
2693 "float4 gl_Vertex : POSITION,\n"
2694 "uniform float4x4 ModelViewProjectionMatrix,\n"
2695 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2696 "float4 gl_Color : COLOR0,\n"
2698 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2699 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2700 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2701 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2702 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2704 "uniform float3 EyePosition,\n"
2705 "uniform float4x4 TexMatrix,\n"
2706 "#ifdef USEVERTEXTEXTUREBLEND\n"
2707 "uniform float4x4 BackgroundTexMatrix,\n"
2709 "#ifdef MODE_LIGHTSOURCE\n"
2710 "uniform float4x4 ModelToLight,\n"
2712 "#ifdef MODE_LIGHTSOURCE\n"
2713 "uniform float3 LightPosition,\n"
2715 "#ifdef MODE_LIGHTDIRECTION\n"
2716 "uniform float3 LightDir,\n"
2718 "uniform float4 FogPlane,\n"
2719 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2720 "uniform float3 LightPosition,\n"
2722 "#ifdef USESHADOWMAPORTHO\n"
2723 "uniform float4x4 ShadowMapMatrix,\n"
2726 "out float4 gl_FrontColor : COLOR,\n"
2727 "out float4 TexCoordBoth : TEXCOORD0,\n"
2728 "#ifdef USELIGHTMAP\n"
2729 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2731 "#ifdef USEEYEVECTOR\n"
2732 "out float3 EyeVector : TEXCOORD2,\n"
2734 "#ifdef USEREFLECTION\n"
2735 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2738 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2740 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2741 "out float3 LightVector : TEXCOORD5,\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "out float3 CubeVector : TEXCOORD3,\n"
2746 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2747 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2748 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2749 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2751 "#ifdef USESHADOWMAPORTHO\n"
2752 "out float3 ShadowMapTC : TEXCOORD8,\n"
2754 "out float4 gl_Position : POSITION\n"
2757 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2758 " gl_FrontColor = gl_Color;\n"
2760 " // copy the surface texcoord\n"
2761 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2762 "#ifdef USEVERTEXTEXTUREBLEND\n"
2763 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2765 "#ifdef USELIGHTMAP\n"
2766 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2769 "#ifdef MODE_LIGHTSOURCE\n"
2770 " // transform vertex position into light attenuation/cubemap space\n"
2771 " // (-1 to +1 across the light box)\n"
2772 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2774 "# ifdef USEDIFFUSE\n"
2775 " // transform unnormalized light direction into tangent space\n"
2776 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2777 " // normalize it per pixel)\n"
2778 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2779 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2780 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2781 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2785 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2786 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2787 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2788 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2791 " // transform unnormalized eye direction into tangent space\n"
2792 "#ifdef USEEYEVECTOR\n"
2793 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2794 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2795 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2796 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2800 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2801 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2804 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2805 " VectorS = gl_MultiTexCoord1.xyz;\n"
2806 " VectorT = gl_MultiTexCoord2.xyz;\n"
2807 " VectorR = gl_MultiTexCoord3.xyz;\n"
2810 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2811 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2813 "#ifdef USESHADOWMAPORTHO\n"
2814 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2817 "#ifdef USEREFLECTION\n"
2818 " ModelViewProjectionPosition = gl_Position;\n"
2821 "#endif // VERTEX_SHADER\n"
2826 "#ifdef FRAGMENT_SHADER\n"
2829 "#ifdef USEDEFERREDLIGHTMAP\n"
2830 "float2 Pixel : WPOS,\n"
2832 "float4 gl_FrontColor : COLOR,\n"
2833 "float4 TexCoordBoth : TEXCOORD0,\n"
2834 "#ifdef USELIGHTMAP\n"
2835 "float2 TexCoordLightmap : TEXCOORD1,\n"
2837 "#ifdef USEEYEVECTOR\n"
2838 "float3 EyeVector : TEXCOORD2,\n"
2840 "#ifdef USEREFLECTION\n"
2841 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2844 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2847 "float3 LightVector : TEXCOORD5,\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "float3 CubeVector : TEXCOORD3,\n"
2852 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2853 "float4 ModelViewPosition : TEXCOORD0,\n"
2855 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2856 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2857 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2858 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2860 "#ifdef USESHADOWMAPORTHO\n"
2861 "float3 ShadowMapTC : TEXCOORD8\n"
2864 "uniform sampler2D Texture_Normal,\n"
2865 "uniform sampler2D Texture_Color,\n"
2866 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2867 "uniform sampler2D Texture_Gloss,\n"
2870 "uniform sampler2D Texture_Glow,\n"
2872 "#ifdef USEVERTEXTEXTUREBLEND\n"
2873 "uniform sampler2D Texture_SecondaryNormal,\n"
2874 "uniform sampler2D Texture_SecondaryColor,\n"
2875 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2876 "uniform sampler2D Texture_SecondaryGloss,\n"
2879 "uniform sampler2D Texture_SecondaryGlow,\n"
2882 "#ifdef USECOLORMAPPING\n"
2883 "uniform sampler2D Texture_Pants,\n"
2884 "uniform sampler2D Texture_Shirt,\n"
2887 "uniform sampler2D Texture_FogMask,\n"
2889 "#ifdef USELIGHTMAP\n"
2890 "uniform sampler2D Texture_Lightmap,\n"
2892 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2893 "uniform sampler2D Texture_Deluxemap,\n"
2895 "#ifdef USEREFLECTION\n"
2896 "uniform sampler2D Texture_Reflection,\n"
2899 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2900 "uniform sampler2D Texture_ScreenDepth,\n"
2901 "uniform sampler2D Texture_ScreenNormalMap,\n"
2903 "#ifdef USEDEFERREDLIGHTMAP\n"
2904 "uniform sampler2D Texture_ScreenDiffuse,\n"
2905 "uniform sampler2D Texture_ScreenSpecular,\n"
2908 "#ifdef USECOLORMAPPING\n"
2909 "uniform half3 Color_Pants,\n"
2910 "uniform half3 Color_Shirt,\n"
2913 "uniform float3 FogColor,\n"
2914 "uniform float FogRangeRecip,\n"
2915 "uniform float FogPlaneViewDist,\n"
2916 "uniform float FogHeightFade,\n"
2919 "#ifdef USEOFFSETMAPPING\n"
2920 "uniform float OffsetMapping_Scale,\n"
2923 "#ifdef USEDEFERREDLIGHTMAP\n"
2924 "uniform half2 PixelToScreenTexCoord,\n"
2925 "uniform half3 DeferredMod_Diffuse,\n"
2926 "uniform half3 DeferredMod_Specular,\n"
2928 "uniform half3 Color_Ambient,\n"
2929 "uniform half3 Color_Diffuse,\n"
2930 "uniform half3 Color_Specular,\n"
2931 "uniform half SpecularPower,\n"
2933 "uniform half3 Color_Glow,\n"
2935 "uniform half Alpha,\n"
2936 "#ifdef USEREFLECTION\n"
2937 "uniform float4 DistortScaleRefractReflect,\n"
2938 "uniform float4 ScreenScaleRefractReflect,\n"
2939 "uniform float4 ScreenCenterRefractReflect,\n"
2940 "uniform half4 ReflectColor,\n"
2942 "#ifdef USEREFLECTCUBE\n"
2943 "uniform float4x4 ModelToReflectCube,\n"
2944 "uniform sampler2D Texture_ReflectMask,\n"
2945 "uniform samplerCUBE Texture_ReflectCube,\n"
2947 "#ifdef MODE_LIGHTDIRECTION\n"
2948 "uniform half3 LightColor,\n"
2950 "#ifdef MODE_LIGHTSOURCE\n"
2951 "uniform half3 LightColor,\n"
2954 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2955 "uniform sampler2D Texture_Attenuation,\n"
2956 "uniform samplerCUBE Texture_Cube,\n"
2959 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2961 "#ifdef USESHADOWMAPRECT\n"
2962 "# ifdef USESHADOWSAMPLER\n"
2963 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2965 "uniform samplerRECT Texture_ShadowMapRect,\n"
2969 "#ifdef USESHADOWMAP2D\n"
2970 "# ifdef USESHADOWSAMPLER\n"
2971 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2973 "uniform sampler2D Texture_ShadowMap2D,\n"
2977 "#ifdef USESHADOWMAPVSDCT\n"
2978 "uniform samplerCUBE Texture_CubeProjection,\n"
2981 "#ifdef USESHADOWMAPCUBE\n"
2982 "# ifdef USESHADOWSAMPLER\n"
2983 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2985 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2989 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2990 "uniform float2 ShadowMap_TextureScale,\n"
2991 "uniform float4 ShadowMap_Parameters,\n"
2993 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2995 "out float4 gl_FragColor : COLOR\n"
2998 " float2 TexCoord = TexCoordBoth.xy;\n"
2999 "#ifdef USEVERTEXTEXTUREBLEND\n"
3000 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3002 "#ifdef USEOFFSETMAPPING\n"
3003 " // apply offsetmapping\n"
3004 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3005 "#define TexCoord TexCoordOffset\n"
3008 " // combine the diffuse textures (base, pants, shirt)\n"
3009 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3010 "#ifdef USEALPHAKILL\n"
3011 " if (color.a < 0.5)\n"
3014 " color.a *= Alpha;\n"
3015 "#ifdef USECOLORMAPPING\n"
3016 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3018 "#ifdef USEVERTEXTEXTUREBLEND\n"
3019 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3020 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3021 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3022 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3024 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3027 " // get the surface normal\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3031 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3034 " // get the material colors\n"
3035 " half3 diffusetex = color.rgb;\n"
3036 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3037 "# ifdef USEVERTEXTEXTUREBLEND\n"
3038 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3040 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3044 "#ifdef USEREFLECTCUBE\n"
3045 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3046 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3047 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3048 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3054 "#ifdef MODE_LIGHTSOURCE\n"
3055 " // light source\n"
3056 "#ifdef USEDIFFUSE\n"
3057 " half3 lightnormal = half3(normalize(LightVector));\n"
3058 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3059 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3060 "#ifdef USESPECULAR\n"
3061 "#ifdef USEEXACTSPECULARMATH\n"
3062 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3064 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3065 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3067 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3070 " color.rgb = diffusetex * Color_Ambient;\n"
3072 " color.rgb *= LightColor;\n"
3073 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3074 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3075 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3076 "# if defined(USESHADOWMAP2D)\n"
3077 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3079 "# if defined(USESHADOWMAPRECT)\n"
3080 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3082 "# if defined(USESHADOWMAPCUBE)\n"
3083 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3086 "#ifdef USESHADOWMAPVSDCT\n"
3087 ", Texture_CubeProjection\n"
3092 "# ifdef USECUBEFILTER\n"
3093 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3095 "#endif // MODE_LIGHTSOURCE\n"
3100 "#ifdef MODE_LIGHTDIRECTION\n"
3102 "#ifdef USEDIFFUSE\n"
3103 " half3 lightnormal = half3(normalize(LightVector));\n"
3105 "#define lightcolor LightColor\n"
3106 "#endif // MODE_LIGHTDIRECTION\n"
3107 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3109 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3110 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3111 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3112 " // convert modelspace light vector to tangentspace\n"
3113 " half3 lightnormal;\n"
3114 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3115 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3116 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3117 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3118 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3119 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3120 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3121 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3122 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3123 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3124 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3125 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3126 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3127 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3128 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3130 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3131 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3132 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3138 "#ifdef MODE_LIGHTMAP\n"
3139 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3140 "#endif // MODE_LIGHTMAP\n"
3141 "#ifdef MODE_VERTEXCOLOR\n"
3142 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3143 "#endif // MODE_VERTEXCOLOR\n"
3144 "#ifdef MODE_FLATCOLOR\n"
3145 " color.rgb = diffusetex * Color_Ambient;\n"
3146 "#endif // MODE_FLATCOLOR\n"
3152 "# ifdef USEDIFFUSE\n"
3153 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3154 "# ifdef USESPECULAR\n"
3155 "# ifdef USEEXACTSPECULARMATH\n"
3156 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3158 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3159 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3161 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3163 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3166 " color.rgb = diffusetex * Color_Ambient;\n"
3170 "#ifdef USESHADOWMAPORTHO\n"
3171 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3181 "#ifdef USEDEFERREDLIGHTMAP\n"
3182 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3183 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3184 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3188 "#ifdef USEVERTEXTEXTUREBLEND\n"
3189 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3191 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3196 "#ifdef MODE_LIGHTSOURCE\n"
3197 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3199 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3203 " // 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"
3204 "#ifdef USEREFLECTION\n"
3205 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3206 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3207 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3208 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3209 " // FIXME temporary hack to detect the case that the reflection\n"
3210 " // gets blackened at edges due to leaving the area that contains actual\n"
3212 " // Remove this 'ack once we have a better way to stop this thing from\n"
3214 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3216 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3217 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3218 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3219 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3222 " gl_FragColor = float4(color);\n"
3224 "#endif // FRAGMENT_SHADER\n"
3226 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3227 "#endif // !MODE_DEFERREDGEOMETRY\n"
3228 "#endif // !MODE_WATER\n"
3229 "#endif // !MODE_REFRACTION\n"
3230 "#endif // !MODE_BLOOMBLUR\n"
3231 "#endif // !MODE_GENERIC\n"
3232 "#endif // !MODE_POSTPROCESS\n"
3233 "#endif // !MODE_SHOWDEPTH\n"
3234 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3237 char *glslshaderstring = NULL;
3238 char *cgshaderstring = NULL;
3240 //=======================================================================================================================================================
3242 typedef struct shaderpermutationinfo_s
3244 const char *pretext;
3247 shaderpermutationinfo_t;
3249 typedef struct shadermodeinfo_s
3251 const char *vertexfilename;
3252 const char *geometryfilename;
3253 const char *fragmentfilename;
3254 const char *pretext;
3259 typedef enum shaderpermutation_e
3261 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3262 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3263 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3264 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3265 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3266 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3267 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3268 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3269 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3270 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3271 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3272 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3273 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3274 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3275 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3276 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3277 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3278 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3279 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3280 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3281 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3282 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3283 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3284 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3285 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3286 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3287 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3288 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3289 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3290 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3292 shaderpermutation_t;
3294 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3295 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3297 {"#define USEDIFFUSE\n", " diffuse"},
3298 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3299 {"#define USEVIEWTINT\n", " viewtint"},
3300 {"#define USECOLORMAPPING\n", " colormapping"},
3301 {"#define USESATURATION\n", " saturation"},
3302 {"#define USEFOGINSIDE\n", " foginside"},
3303 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3304 {"#define USEGAMMARAMPS\n", " gammaramps"},
3305 {"#define USECUBEFILTER\n", " cubefilter"},
3306 {"#define USEGLOW\n", " glow"},
3307 {"#define USEBLOOM\n", " bloom"},
3308 {"#define USESPECULAR\n", " specular"},
3309 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3310 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3311 {"#define USEREFLECTION\n", " reflection"},
3312 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3313 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3314 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3315 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3316 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3317 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3318 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3319 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3320 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3321 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3322 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3323 {"#define USEALPHAKILL\n", " alphakill"},
3324 {"#define USEREFLECTCUBE\n", " reflectcube"},
3327 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3328 typedef enum shadermode_e
3330 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3331 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3332 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3333 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3334 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3335 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3336 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3337 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3338 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3339 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3340 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3341 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3342 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3343 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3344 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3349 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3350 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3352 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3353 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3354 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3355 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3356 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3357 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3358 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3359 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3360 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3361 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3362 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3363 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3364 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3365 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3366 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3370 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3372 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3373 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3374 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3375 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3376 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3377 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3378 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3379 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3380 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3381 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3382 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3383 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3384 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3385 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3386 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3390 struct r_glsl_permutation_s;
3391 typedef struct r_glsl_permutation_s
3393 /// hash lookup data
3394 struct r_glsl_permutation_s *hashnext;
3396 unsigned int permutation;
3398 /// indicates if we have tried compiling this permutation already
3400 /// 0 if compilation failed
3402 /// locations of detected uniforms in program object, or -1 if not found
3403 int loc_Texture_First;
3404 int loc_Texture_Second;
3405 int loc_Texture_GammaRamps;
3406 int loc_Texture_Normal;
3407 int loc_Texture_Color;
3408 int loc_Texture_Gloss;
3409 int loc_Texture_Glow;
3410 int loc_Texture_SecondaryNormal;
3411 int loc_Texture_SecondaryColor;
3412 int loc_Texture_SecondaryGloss;
3413 int loc_Texture_SecondaryGlow;
3414 int loc_Texture_Pants;
3415 int loc_Texture_Shirt;
3416 int loc_Texture_FogMask;
3417 int loc_Texture_Lightmap;
3418 int loc_Texture_Deluxemap;
3419 int loc_Texture_Attenuation;
3420 int loc_Texture_Cube;
3421 int loc_Texture_Refraction;
3422 int loc_Texture_Reflection;
3423 int loc_Texture_ShadowMapRect;
3424 int loc_Texture_ShadowMapCube;
3425 int loc_Texture_ShadowMap2D;
3426 int loc_Texture_CubeProjection;
3427 int loc_Texture_ScreenDepth;
3428 int loc_Texture_ScreenNormalMap;
3429 int loc_Texture_ScreenDiffuse;
3430 int loc_Texture_ScreenSpecular;
3431 int loc_Texture_ReflectMask;
3432 int loc_Texture_ReflectCube;
3434 int loc_BloomBlur_Parameters;
3436 int loc_Color_Ambient;
3437 int loc_Color_Diffuse;
3438 int loc_Color_Specular;
3440 int loc_Color_Pants;
3441 int loc_Color_Shirt;
3442 int loc_DeferredColor_Ambient;
3443 int loc_DeferredColor_Diffuse;
3444 int loc_DeferredColor_Specular;
3445 int loc_DeferredMod_Diffuse;
3446 int loc_DeferredMod_Specular;
3447 int loc_DistortScaleRefractReflect;
3448 int loc_EyePosition;
3450 int loc_FogHeightFade;
3452 int loc_FogPlaneViewDist;
3453 int loc_FogRangeRecip;
3456 int loc_LightPosition;
3457 int loc_OffsetMapping_Scale;
3459 int loc_ReflectColor;
3460 int loc_ReflectFactor;
3461 int loc_ReflectOffset;
3462 int loc_RefractColor;
3464 int loc_ScreenCenterRefractReflect;
3465 int loc_ScreenScaleRefractReflect;
3466 int loc_ScreenToDepth;
3467 int loc_ShadowMap_Parameters;
3468 int loc_ShadowMap_TextureScale;
3469 int loc_SpecularPower;
3474 int loc_ViewTintColor;
3475 int loc_ViewToLight;
3476 int loc_ModelToLight;
3478 int loc_BackgroundTexMatrix;
3479 int loc_ModelViewProjectionMatrix;
3480 int loc_ModelViewMatrix;
3481 int loc_PixelToScreenTexCoord;
3482 int loc_ModelToReflectCube;
3483 int loc_ShadowMapMatrix;
3485 r_glsl_permutation_t;
3487 #define SHADERPERMUTATION_HASHSIZE 256
3489 /// information about each possible shader permutation
3490 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3491 /// currently selected permutation
3492 r_glsl_permutation_t *r_glsl_permutation;
3493 /// storage for permutations linked in the hash table
3494 memexpandablearray_t r_glsl_permutationarray;
3496 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3498 //unsigned int hashdepth = 0;
3499 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3500 r_glsl_permutation_t *p;
3501 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3503 if (p->mode == mode && p->permutation == permutation)
3505 //if (hashdepth > 10)
3506 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3511 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3513 p->permutation = permutation;
3514 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3515 r_glsl_permutationhash[mode][hashindex] = p;
3516 //if (hashdepth > 10)
3517 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3521 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3524 if (!filename || !filename[0])
3526 if (!strcmp(filename, "glsl/default.glsl"))
3528 if (!glslshaderstring)
3530 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3531 if (glslshaderstring)
3532 Con_DPrintf("Loading shaders from file %s...\n", filename);
3534 glslshaderstring = (char *)builtinshaderstring;
3536 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3537 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3538 return shaderstring;
3540 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3543 if (printfromdisknotice)
3544 Con_DPrintf("from disk %s... ", filename);
3545 return shaderstring;
3547 return shaderstring;
3550 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3553 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3554 int vertstrings_count = 0;
3555 int geomstrings_count = 0;
3556 int fragstrings_count = 0;
3557 char *vertexstring, *geometrystring, *fragmentstring;
3558 const char *vertstrings_list[32+3];
3559 const char *geomstrings_list[32+3];
3560 const char *fragstrings_list[32+3];
3561 char permutationname[256];
3568 permutationname[0] = 0;
3569 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3570 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3571 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3573 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3575 // the first pretext is which type of shader to compile as
3576 // (later these will all be bound together as a program object)
3577 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3578 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3579 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3581 // the second pretext is the mode (for example a light source)
3582 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3583 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3584 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3585 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3587 // now add all the permutation pretexts
3588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3590 if (permutation & (1<<i))
3592 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3593 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3594 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3595 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3599 // keep line numbers correct
3600 vertstrings_list[vertstrings_count++] = "\n";
3601 geomstrings_list[geomstrings_count++] = "\n";
3602 fragstrings_list[fragstrings_count++] = "\n";
3606 // now append the shader text itself
3607 vertstrings_list[vertstrings_count++] = vertexstring;
3608 geomstrings_list[geomstrings_count++] = geometrystring;
3609 fragstrings_list[fragstrings_count++] = fragmentstring;
3611 // if any sources were NULL, clear the respective list
3613 vertstrings_count = 0;
3614 if (!geometrystring)
3615 geomstrings_count = 0;
3616 if (!fragmentstring)
3617 fragstrings_count = 0;
3619 // compile the shader program
3620 if (vertstrings_count + geomstrings_count + fragstrings_count)
3621 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3625 qglUseProgramObjectARB(p->program);CHECKGLERROR
3626 // look up all the uniform variable names we care about, so we don't
3627 // have to look them up every time we set them
3629 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3630 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3631 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3632 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3633 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3634 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3635 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3636 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3637 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3638 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3639 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3640 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3641 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3642 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3643 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3644 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3645 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3646 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3647 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3648 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3649 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3650 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3651 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3652 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3653 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3654 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3655 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3656 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3657 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3658 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3659 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3660 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3661 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3662 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3663 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3664 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3665 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3666 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3667 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3668 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3669 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3670 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3671 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3672 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3673 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3674 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3675 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3676 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3677 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3678 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3679 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3680 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3681 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3682 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3683 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3684 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3685 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3686 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3687 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3688 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3689 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3690 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3691 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3692 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3693 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3694 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3695 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3696 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3697 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3698 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3699 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3700 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3701 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3702 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3703 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3704 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3705 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3706 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3707 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3708 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3709 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3710 // initialize the samplers to refer to the texture units we use
3711 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3712 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3713 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3714 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3715 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3716 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3717 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3718 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3719 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3720 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3721 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3722 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3723 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3724 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3725 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3726 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3727 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3728 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3729 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3730 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3731 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3732 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3733 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3734 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3735 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3736 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3737 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3738 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3739 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3740 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3742 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3745 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3749 Mem_Free(vertexstring);
3751 Mem_Free(geometrystring);
3753 Mem_Free(fragmentstring);
3756 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3758 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3759 if (r_glsl_permutation != perm)
3761 r_glsl_permutation = perm;
3762 if (!r_glsl_permutation->program)
3764 if (!r_glsl_permutation->compiled)
3765 R_GLSL_CompilePermutation(perm, mode, permutation);
3766 if (!r_glsl_permutation->program)
3768 // remove features until we find a valid permutation
3770 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3772 // reduce i more quickly whenever it would not remove any bits
3773 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3774 if (!(permutation & j))
3777 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3778 if (!r_glsl_permutation->compiled)
3779 R_GLSL_CompilePermutation(perm, mode, permutation);
3780 if (r_glsl_permutation->program)
3783 if (i >= SHADERPERMUTATION_COUNT)
3785 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3786 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3787 qglUseProgramObjectARB(0);CHECKGLERROR
3788 return; // no bit left to clear, entire mode is broken
3793 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3795 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3796 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3797 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3801 #include <Cg/cgGL.h>
3802 struct r_cg_permutation_s;
3803 typedef struct r_cg_permutation_s
3805 /// hash lookup data
3806 struct r_cg_permutation_s *hashnext;
3808 unsigned int permutation;
3810 /// indicates if we have tried compiling this permutation already
3812 /// 0 if compilation failed
3815 /// locations of detected parameters in programs, or NULL if not found
3816 CGparameter vp_EyePosition;
3817 CGparameter vp_FogPlane;
3818 CGparameter vp_LightDir;
3819 CGparameter vp_LightPosition;
3820 CGparameter vp_ModelToLight;
3821 CGparameter vp_TexMatrix;
3822 CGparameter vp_BackgroundTexMatrix;
3823 CGparameter vp_ModelViewProjectionMatrix;
3824 CGparameter vp_ModelViewMatrix;
3825 CGparameter vp_ShadowMapMatrix;
3827 CGparameter fp_Texture_First;
3828 CGparameter fp_Texture_Second;
3829 CGparameter fp_Texture_GammaRamps;
3830 CGparameter fp_Texture_Normal;
3831 CGparameter fp_Texture_Color;
3832 CGparameter fp_Texture_Gloss;
3833 CGparameter fp_Texture_Glow;
3834 CGparameter fp_Texture_SecondaryNormal;
3835 CGparameter fp_Texture_SecondaryColor;
3836 CGparameter fp_Texture_SecondaryGloss;
3837 CGparameter fp_Texture_SecondaryGlow;
3838 CGparameter fp_Texture_Pants;
3839 CGparameter fp_Texture_Shirt;
3840 CGparameter fp_Texture_FogMask;
3841 CGparameter fp_Texture_Lightmap;
3842 CGparameter fp_Texture_Deluxemap;
3843 CGparameter fp_Texture_Attenuation;
3844 CGparameter fp_Texture_Cube;
3845 CGparameter fp_Texture_Refraction;
3846 CGparameter fp_Texture_Reflection;
3847 CGparameter fp_Texture_ShadowMapRect;
3848 CGparameter fp_Texture_ShadowMapCube;
3849 CGparameter fp_Texture_ShadowMap2D;
3850 CGparameter fp_Texture_CubeProjection;
3851 CGparameter fp_Texture_ScreenDepth;
3852 CGparameter fp_Texture_ScreenNormalMap;
3853 CGparameter fp_Texture_ScreenDiffuse;
3854 CGparameter fp_Texture_ScreenSpecular;
3855 CGparameter fp_Texture_ReflectMask;
3856 CGparameter fp_Texture_ReflectCube;
3857 CGparameter fp_Alpha;
3858 CGparameter fp_BloomBlur_Parameters;
3859 CGparameter fp_ClientTime;
3860 CGparameter fp_Color_Ambient;
3861 CGparameter fp_Color_Diffuse;
3862 CGparameter fp_Color_Specular;
3863 CGparameter fp_Color_Glow;
3864 CGparameter fp_Color_Pants;
3865 CGparameter fp_Color_Shirt;
3866 CGparameter fp_DeferredColor_Ambient;
3867 CGparameter fp_DeferredColor_Diffuse;
3868 CGparameter fp_DeferredColor_Specular;
3869 CGparameter fp_DeferredMod_Diffuse;
3870 CGparameter fp_DeferredMod_Specular;
3871 CGparameter fp_DistortScaleRefractReflect;
3872 CGparameter fp_EyePosition;
3873 CGparameter fp_FogColor;
3874 CGparameter fp_FogHeightFade;
3875 CGparameter fp_FogPlane;
3876 CGparameter fp_FogPlaneViewDist;
3877 CGparameter fp_FogRangeRecip;
3878 CGparameter fp_LightColor;
3879 CGparameter fp_LightDir;
3880 CGparameter fp_LightPosition;
3881 CGparameter fp_OffsetMapping_Scale;
3882 CGparameter fp_PixelSize;
3883 CGparameter fp_ReflectColor;
3884 CGparameter fp_ReflectFactor;
3885 CGparameter fp_ReflectOffset;
3886 CGparameter fp_RefractColor;
3887 CGparameter fp_Saturation;
3888 CGparameter fp_ScreenCenterRefractReflect;
3889 CGparameter fp_ScreenScaleRefractReflect;
3890 CGparameter fp_ScreenToDepth;
3891 CGparameter fp_ShadowMap_Parameters;
3892 CGparameter fp_ShadowMap_TextureScale;
3893 CGparameter fp_SpecularPower;
3894 CGparameter fp_UserVec1;
3895 CGparameter fp_UserVec2;
3896 CGparameter fp_UserVec3;
3897 CGparameter fp_UserVec4;
3898 CGparameter fp_ViewTintColor;
3899 CGparameter fp_ViewToLight;
3900 CGparameter fp_PixelToScreenTexCoord;
3901 CGparameter fp_ModelToReflectCube;
3905 /// information about each possible shader permutation
3906 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3907 /// currently selected permutation
3908 r_cg_permutation_t *r_cg_permutation;
3909 /// storage for permutations linked in the hash table
3910 memexpandablearray_t r_cg_permutationarray;
3912 #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));}}
3914 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3916 //unsigned int hashdepth = 0;
3917 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3918 r_cg_permutation_t *p;
3919 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3921 if (p->mode == mode && p->permutation == permutation)
3923 //if (hashdepth > 10)
3924 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3929 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3931 p->permutation = permutation;
3932 p->hashnext = r_cg_permutationhash[mode][hashindex];
3933 r_cg_permutationhash[mode][hashindex] = p;
3934 //if (hashdepth > 10)
3935 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3939 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3942 if (!filename || !filename[0])
3944 if (!strcmp(filename, "cg/default.cg"))
3946 if (!cgshaderstring)
3948 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3950 Con_DPrintf("Loading shaders from file %s...\n", filename);
3952 cgshaderstring = (char *)builtincgshaderstring;
3954 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3955 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3956 return shaderstring;
3958 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3961 if (printfromdisknotice)
3962 Con_DPrintf("from disk %s... ", filename);
3963 return shaderstring;
3965 return shaderstring;
3968 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3970 // TODO: load or create .fp and .vp shader files
3973 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3976 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3977 int vertstrings_count = 0, vertstring_length = 0;
3978 int geomstrings_count = 0, geomstring_length = 0;
3979 int fragstrings_count = 0, fragstring_length = 0;
3981 char *vertexstring, *geometrystring, *fragmentstring;
3982 char *vertstring, *geomstring, *fragstring;
3983 const char *vertstrings_list[32+3];
3984 const char *geomstrings_list[32+3];
3985 const char *fragstrings_list[32+3];
3986 char permutationname[256];
3987 char cachename[256];
3988 CGprofile vertexProfile;
3989 CGprofile fragmentProfile;
3997 permutationname[0] = 0;
3999 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4000 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4001 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4003 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4004 strlcat(cachename, "cg/", sizeof(cachename));
4006 // the first pretext is which type of shader to compile as
4007 // (later these will all be bound together as a program object)
4008 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4009 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4010 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4012 // the second pretext is the mode (for example a light source)
4013 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4014 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4015 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4016 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4017 strlcat(cachename, modeinfo->name, sizeof(cachename));
4019 // now add all the permutation pretexts
4020 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4022 if (permutation & (1<<i))
4024 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4025 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4026 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4027 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4028 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4032 // keep line numbers correct
4033 vertstrings_list[vertstrings_count++] = "\n";
4034 geomstrings_list[geomstrings_count++] = "\n";
4035 fragstrings_list[fragstrings_count++] = "\n";
4039 // replace spaces in the cachename with _ characters
4040 for (i = 0;cachename[i];i++)
4041 if (cachename[i] == ' ')
4044 // now append the shader text itself
4045 vertstrings_list[vertstrings_count++] = vertexstring;
4046 geomstrings_list[geomstrings_count++] = geometrystring;
4047 fragstrings_list[fragstrings_count++] = fragmentstring;
4049 // if any sources were NULL, clear the respective list
4051 vertstrings_count = 0;
4052 if (!geometrystring)
4053 geomstrings_count = 0;
4054 if (!fragmentstring)
4055 fragstrings_count = 0;
4057 vertstring_length = 0;
4058 for (i = 0;i < vertstrings_count;i++)
4059 vertstring_length += strlen(vertstrings_list[i]);
4060 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4061 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4062 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4064 geomstring_length = 0;
4065 for (i = 0;i < geomstrings_count;i++)
4066 geomstring_length += strlen(geomstrings_list[i]);
4067 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4068 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4069 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4071 fragstring_length = 0;
4072 for (i = 0;i < fragstrings_count;i++)
4073 fragstring_length += strlen(fragstrings_list[i]);
4074 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4075 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4076 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4080 //vertexProfile = CG_PROFILE_ARBVP1;
4081 //fragmentProfile = CG_PROFILE_ARBFP1;
4082 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4083 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4084 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4085 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4086 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4089 // try to load the cached shader, or generate one
4090 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4092 // if caching failed, do a dynamic compile for now
4094 if (vertstring[0] && !p->vprogram)
4095 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4097 if (fragstring[0] && !p->fprogram)
4098 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4101 // look up all the uniform variable names we care about, so we don't
4102 // have to look them up every time we set them
4106 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4107 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4108 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4109 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4110 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4111 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4112 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4113 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4114 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4115 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4116 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4117 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4123 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4124 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4125 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4126 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4127 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4128 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4129 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4130 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4131 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4132 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4133 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4134 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4135 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4136 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4137 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4138 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4139 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4140 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4141 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4142 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4143 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4144 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4145 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4146 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4147 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4148 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4149 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4150 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4151 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4152 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4153 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4154 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4155 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4156 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4157 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4158 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4159 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4160 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4161 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4162 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4163 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4164 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4165 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4166 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4167 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4168 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4169 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4170 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4171 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4172 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4173 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4174 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4175 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4176 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4177 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4178 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4179 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4180 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4181 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4182 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4183 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4184 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4185 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4186 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4187 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4188 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4189 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4190 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4191 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4192 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4193 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4194 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4195 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4196 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4197 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4198 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4199 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4203 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4204 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4206 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4210 Mem_Free(vertstring);
4212 Mem_Free(geomstring);
4214 Mem_Free(fragstring);
4216 Mem_Free(vertexstring);
4218 Mem_Free(geometrystring);
4220 Mem_Free(fragmentstring);
4223 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4225 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4228 if (r_cg_permutation != perm)
4230 r_cg_permutation = perm;
4231 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4233 if (!r_cg_permutation->compiled)
4234 R_CG_CompilePermutation(perm, mode, permutation);
4235 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4237 // remove features until we find a valid permutation
4239 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4241 // reduce i more quickly whenever it would not remove any bits
4242 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4243 if (!(permutation & j))
4246 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4247 if (!r_cg_permutation->compiled)
4248 R_CG_CompilePermutation(perm, mode, permutation);
4249 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4252 if (i >= SHADERPERMUTATION_COUNT)
4254 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4255 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4256 return; // no bit left to clear, entire mode is broken
4262 if (r_cg_permutation->vprogram)
4264 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4266 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4273 if (r_cg_permutation->fprogram)
4275 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4277 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4286 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4287 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4288 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4291 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4293 cgGLSetTextureParameter(param, R_GetTexture(tex));
4294 cgGLEnableTextureParameter(param);
4298 void R_GLSL_Restart_f(void)
4300 unsigned int i, limit;
4301 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4302 Mem_Free(glslshaderstring);
4303 glslshaderstring = NULL;
4304 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4305 Mem_Free(cgshaderstring);
4306 cgshaderstring = NULL;
4307 switch(vid.renderpath)
4309 case RENDERPATH_GL20:
4311 r_glsl_permutation_t *p;
4312 r_glsl_permutation = NULL;
4313 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4314 for (i = 0;i < limit;i++)
4316 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4318 GL_Backend_FreeProgram(p->program);
4319 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4322 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4325 case RENDERPATH_CGGL:
4328 r_cg_permutation_t *p;
4329 r_cg_permutation = NULL;
4330 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4335 for (i = 0;i < limit;i++)
4337 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4340 cgDestroyProgram(p->vprogram);
4342 cgDestroyProgram(p->fprogram);
4343 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4346 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4350 case RENDERPATH_GL13:
4351 case RENDERPATH_GL11:
4356 void R_GLSL_DumpShader_f(void)
4361 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4364 FS_Print(file, "/* The engine may define the following macros:\n");
4365 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4366 for (i = 0;i < SHADERMODE_COUNT;i++)
4367 FS_Print(file, glslshadermodeinfo[i].pretext);
4368 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4369 FS_Print(file, shaderpermutationinfo[i].pretext);
4370 FS_Print(file, "*/\n");
4371 FS_Print(file, builtinshaderstring);
4373 Con_Printf("glsl/default.glsl written\n");
4376 Con_Printf("failed to write to glsl/default.glsl\n");
4379 file = FS_OpenRealFile("cg/default.cg", "w", false);
4382 FS_Print(file, "/* The engine may define the following macros:\n");
4383 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4384 for (i = 0;i < SHADERMODE_COUNT;i++)
4385 FS_Print(file, cgshadermodeinfo[i].pretext);
4386 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4387 FS_Print(file, shaderpermutationinfo[i].pretext);
4388 FS_Print(file, "*/\n");
4389 FS_Print(file, builtincgshaderstring);
4391 Con_Printf("cg/default.cg written\n");
4394 Con_Printf("failed to write to cg/default.cg\n");
4398 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4401 texturemode = GL_MODULATE;
4402 switch (vid.renderpath)
4404 case RENDERPATH_GL20:
4405 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))));
4406 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4407 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4409 case RENDERPATH_CGGL:
4412 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))));
4413 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4414 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4417 case RENDERPATH_GL13:
4418 R_Mesh_TexBind(0, first );
4419 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4420 R_Mesh_TexBind(1, second);
4422 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4424 case RENDERPATH_GL11:
4425 R_Mesh_TexBind(0, first );
4430 void R_SetupShader_DepthOrShadow(void)
4432 switch (vid.renderpath)
4434 case RENDERPATH_GL20:
4435 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4437 case RENDERPATH_CGGL:
4439 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4442 case RENDERPATH_GL13:
4443 R_Mesh_TexBind(0, 0);
4444 R_Mesh_TexBind(1, 0);
4446 case RENDERPATH_GL11:
4447 R_Mesh_TexBind(0, 0);
4452 void R_SetupShader_ShowDepth(void)
4454 switch (vid.renderpath)
4456 case RENDERPATH_GL20:
4457 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4459 case RENDERPATH_CGGL:
4461 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4464 case RENDERPATH_GL13:
4466 case RENDERPATH_GL11:
4471 extern qboolean r_shadow_usingdeferredprepass;
4472 extern cvar_t r_shadow_deferred_8bitrange;
4473 extern rtexture_t *r_shadow_attenuationgradienttexture;
4474 extern rtexture_t *r_shadow_attenuation2dtexture;
4475 extern rtexture_t *r_shadow_attenuation3dtexture;
4476 extern qboolean r_shadow_usingshadowmaprect;
4477 extern qboolean r_shadow_usingshadowmapcube;
4478 extern qboolean r_shadow_usingshadowmap2d;
4479 extern qboolean r_shadow_usingshadowmaportho;
4480 extern float r_shadow_shadowmap_texturescale[2];
4481 extern float r_shadow_shadowmap_parameters[4];
4482 extern qboolean r_shadow_shadowmapvsdct;
4483 extern qboolean r_shadow_shadowmapsampler;
4484 extern int r_shadow_shadowmappcf;
4485 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4486 extern rtexture_t *r_shadow_shadowmap2dtexture;
4487 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4488 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4489 extern matrix4x4_t r_shadow_shadowmapmatrix;
4490 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4491 extern int r_shadow_prepass_width;
4492 extern int r_shadow_prepass_height;
4493 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4494 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4495 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4496 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4497 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4499 // select a permutation of the lighting shader appropriate to this
4500 // combination of texture, entity, light source, and fogging, only use the
4501 // minimum features necessary to avoid wasting rendering time in the
4502 // fragment shader on features that are not being used
4503 unsigned int permutation = 0;
4504 unsigned int mode = 0;
4506 if (rsurfacepass == RSURFPASS_BACKGROUND)
4508 // distorted background
4509 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4510 mode = SHADERMODE_WATER;
4512 mode = SHADERMODE_REFRACTION;
4513 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4514 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4515 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4516 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4517 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4518 R_Mesh_ColorPointer(NULL, 0, 0);
4519 GL_AlphaTest(false);
4520 GL_BlendFunc(GL_ONE, GL_ZERO);
4522 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4524 if (r_glsl_offsetmapping.integer)
4526 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4527 if (r_glsl_offsetmapping_reliefmapping.integer)
4528 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4530 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4531 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4532 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4533 permutation |= SHADERPERMUTATION_ALPHAKILL;
4534 // normalmap (deferred prepass), may use alpha test on diffuse
4535 mode = SHADERMODE_DEFERREDGEOMETRY;
4536 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4537 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4538 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4539 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4541 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4542 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4546 R_Mesh_ColorPointer(NULL, 0, 0);
4547 GL_AlphaTest(false);
4548 GL_BlendFunc(GL_ONE, GL_ZERO);
4550 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4552 if (r_glsl_offsetmapping.integer)
4554 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555 if (r_glsl_offsetmapping_reliefmapping.integer)
4556 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4558 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4561 mode = SHADERMODE_LIGHTSOURCE;
4562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4563 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4564 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4565 permutation |= SHADERPERMUTATION_CUBEFILTER;
4566 if (diffusescale > 0)
4567 permutation |= SHADERPERMUTATION_DIFFUSE;
4568 if (specularscale > 0)
4570 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4571 if (r_shadow_glossexact.integer)
4572 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4574 if (r_refdef.fogenabled)
4575 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4576 if (rsurface.texture->colormapping)
4577 permutation |= SHADERPERMUTATION_COLORMAPPING;
4578 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4580 if (r_shadow_usingshadowmaprect)
4581 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4582 if (r_shadow_usingshadowmap2d)
4583 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4584 if (r_shadow_usingshadowmapcube)
4585 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4586 else if(r_shadow_shadowmapvsdct)
4587 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4589 if (r_shadow_shadowmapsampler)
4590 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4591 if (r_shadow_shadowmappcf > 1)
4592 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4593 else if (r_shadow_shadowmappcf)
4594 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4596 if (rsurface.texture->reflectmasktexture)
4597 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4598 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4599 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4601 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4602 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4603 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4608 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4609 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4611 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4615 R_Mesh_ColorPointer(NULL, 0, 0);
4616 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4619 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4621 if (r_glsl_offsetmapping.integer)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4624 if (r_glsl_offsetmapping_reliefmapping.integer)
4625 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629 // unshaded geometry (fullbright or ambient model lighting)
4630 mode = SHADERMODE_FLATCOLOR;
4631 ambientscale = diffusescale = specularscale = 0;
4632 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4633 permutation |= SHADERPERMUTATION_GLOW;
4634 if (r_refdef.fogenabled)
4635 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4636 if (rsurface.texture->colormapping)
4637 permutation |= SHADERPERMUTATION_COLORMAPPING;
4638 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4640 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4641 if (r_shadow_usingshadowmaprect)
4642 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4643 if (r_shadow_usingshadowmap2d)
4644 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4646 if (r_shadow_shadowmapsampler)
4647 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4648 if (r_shadow_shadowmappcf > 1)
4649 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4650 else if (r_shadow_shadowmappcf)
4651 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4654 permutation |= SHADERPERMUTATION_REFLECTION;
4655 if (rsurface.texture->reflectmasktexture)
4656 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4657 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4658 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4660 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4662 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4666 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4667 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4668 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4670 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4671 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4672 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4674 R_Mesh_ColorPointer(NULL, 0, 0);
4675 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4676 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4678 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4680 if (r_glsl_offsetmapping.integer)
4682 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683 if (r_glsl_offsetmapping_reliefmapping.integer)
4684 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4686 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4687 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4688 // directional model lighting
4689 mode = SHADERMODE_LIGHTDIRECTION;
4690 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4691 permutation |= SHADERPERMUTATION_GLOW;
4692 permutation |= SHADERPERMUTATION_DIFFUSE;
4693 if (specularscale > 0)
4695 permutation |= SHADERPERMUTATION_SPECULAR;
4696 if (r_shadow_glossexact.integer)
4697 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4699 if (r_refdef.fogenabled)
4700 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4701 if (rsurface.texture->colormapping)
4702 permutation |= SHADERPERMUTATION_COLORMAPPING;
4703 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4705 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4706 if (r_shadow_usingshadowmaprect)
4707 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4708 if (r_shadow_usingshadowmap2d)
4709 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4711 if (r_shadow_shadowmapsampler)
4712 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4713 if (r_shadow_shadowmappcf > 1)
4714 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4715 else if (r_shadow_shadowmappcf)
4716 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4718 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4719 permutation |= SHADERPERMUTATION_REFLECTION;
4720 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4721 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4722 if (rsurface.texture->reflectmasktexture)
4723 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4724 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4725 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4727 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4728 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4729 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4733 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4734 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4735 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4737 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4739 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4740 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4742 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4744 if (r_glsl_offsetmapping.integer)
4746 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747 if (r_glsl_offsetmapping_reliefmapping.integer)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4751 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4752 // ambient model lighting
4753 mode = SHADERMODE_LIGHTDIRECTION;
4754 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4755 permutation |= SHADERPERMUTATION_GLOW;
4756 if (r_refdef.fogenabled)
4757 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4758 if (rsurface.texture->colormapping)
4759 permutation |= SHADERPERMUTATION_COLORMAPPING;
4760 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4762 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4763 if (r_shadow_usingshadowmaprect)
4764 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4765 if (r_shadow_usingshadowmap2d)
4766 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4768 if (r_shadow_shadowmapsampler)
4769 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4770 if (r_shadow_shadowmappcf > 1)
4771 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4772 else if (r_shadow_shadowmappcf)
4773 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4775 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4776 permutation |= SHADERPERMUTATION_REFLECTION;
4777 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4778 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4779 if (rsurface.texture->reflectmasktexture)
4780 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4781 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4782 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4784 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4785 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4786 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4790 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4791 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4792 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4794 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4795 R_Mesh_ColorPointer(NULL, 0, 0);
4796 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4797 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4801 if (r_glsl_offsetmapping.integer)
4803 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804 if (r_glsl_offsetmapping_reliefmapping.integer)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4811 permutation |= SHADERPERMUTATION_GLOW;
4812 if (r_refdef.fogenabled)
4813 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4814 if (rsurface.texture->colormapping)
4815 permutation |= SHADERPERMUTATION_COLORMAPPING;
4816 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4818 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4819 if (r_shadow_usingshadowmaprect)
4820 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4821 if (r_shadow_usingshadowmap2d)
4822 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4824 if (r_shadow_shadowmapsampler)
4825 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4826 if (r_shadow_shadowmappcf > 1)
4827 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4828 else if (r_shadow_shadowmappcf)
4829 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4831 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4832 permutation |= SHADERPERMUTATION_REFLECTION;
4833 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4834 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4835 if (rsurface.texture->reflectmasktexture)
4836 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4839 // deluxemapping (light direction texture)
4840 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4841 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4843 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4844 permutation |= SHADERPERMUTATION_DIFFUSE;
4845 if (specularscale > 0)
4847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4848 if (r_shadow_glossexact.integer)
4849 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4851 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4852 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4853 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4857 else if (r_glsl_deluxemapping.integer >= 2)
4859 // fake deluxemapping (uniform light direction in tangentspace)
4860 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4861 permutation |= SHADERPERMUTATION_DIFFUSE;
4862 if (specularscale > 0)
4864 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4865 if (r_shadow_glossexact.integer)
4866 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4868 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4869 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4870 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4872 R_Mesh_ColorPointer(NULL, 0, 0);
4874 else if (rsurface.uselightmaptexture)
4876 // ordinary lightmapping (q1bsp, q3bsp)
4877 mode = SHADERMODE_LIGHTMAP;
4878 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4879 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4880 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4882 R_Mesh_ColorPointer(NULL, 0, 0);
4886 // ordinary vertex coloring (q3bsp)
4887 mode = SHADERMODE_VERTEXCOLOR;
4888 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4889 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4891 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4892 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4894 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4895 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4896 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4900 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4901 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4902 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4904 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4905 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4907 switch(vid.renderpath)
4909 case RENDERPATH_GL20:
4910 R_SetupShader_SetPermutationGLSL(mode, permutation);
4911 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4912 if (mode == SHADERMODE_LIGHTSOURCE)
4914 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4915 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4916 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4917 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4918 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4919 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);
4921 // additive passes are only darkened by fog, not tinted
4922 if (r_glsl_permutation->loc_FogColor >= 0)
4923 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4924 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4928 if (mode == SHADERMODE_FLATCOLOR)
4930 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4932 else if (mode == SHADERMODE_LIGHTDIRECTION)
4934 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4935 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4936 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);
4937 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4938 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);
4939 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]);
4940 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]);
4944 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4945 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]);
4946 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);
4947 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4948 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);
4950 // additive passes are only darkened by fog, not tinted
4951 if (r_glsl_permutation->loc_FogColor >= 0)
4953 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4954 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4956 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4958 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);
4959 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]);
4960 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]);
4961 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4962 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4963 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4964 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4965 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4967 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4968 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4969 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4970 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]);
4971 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]);
4973 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4974 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4975 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4976 if (r_glsl_permutation->loc_Color_Pants >= 0)
4978 if (rsurface.texture->pantstexture)
4979 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4981 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4983 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4985 if (rsurface.texture->shirttexture)
4986 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4988 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4990 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]);
4991 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4992 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4993 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4994 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4995 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]);
4996 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4998 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4999 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5000 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5001 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5002 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5003 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5004 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5005 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5006 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5007 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5008 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5009 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5010 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5011 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5012 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5013 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5014 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5015 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5016 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5017 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5018 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5019 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5020 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5021 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5022 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5023 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5025 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5026 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5027 if (rsurface.rtlight)
5029 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5030 if (r_shadow_usingshadowmapcube)
5031 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5032 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5037 case RENDERPATH_CGGL:
5039 R_SetupShader_SetPermutationCG(mode, permutation);
5040 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5041 if (mode == SHADERMODE_LIGHTSOURCE)
5043 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5044 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5048 if (mode == SHADERMODE_LIGHTDIRECTION)
5050 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
5053 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5054 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5055 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5056 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5057 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
5060 if (mode == SHADERMODE_LIGHTSOURCE)
5062 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5064 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5065 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5066 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
5068 // additive passes are only darkened by fog, not tinted
5069 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5070 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5074 if (mode == SHADERMODE_FLATCOLOR)
5076 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5078 else if (mode == SHADERMODE_LIGHTDIRECTION)
5080 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5081 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5082 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
5083 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5084 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
5085 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
5086 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
5090 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5091 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
5092 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
5093 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5094 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
5096 // additive passes are only darkened by fog, not tinted
5097 if (r_cg_permutation->fp_FogColor)
5099 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5100 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5102 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5105 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
5106 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
5107 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
5108 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5109 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5110 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5111 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5112 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5114 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
5115 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
5116 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5118 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_Color_Pants)
5121 if (rsurface.texture->pantstexture)
5122 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5124 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5127 if (r_cg_permutation->fp_Color_Shirt)
5129 if (rsurface.texture->shirttexture)
5130 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5132 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5135 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
5136 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5137 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5138 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5139 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5140 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
5141 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5143 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5144 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5145 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5146 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5147 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5148 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5149 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5150 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5151 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5152 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5153 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5154 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5155 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5156 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5157 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
5158 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5159 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5160 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5167 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5168 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5170 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5172 if (rsurface.rtlight)
5174 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5175 if (r_shadow_usingshadowmapcube)
5176 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5184 case RENDERPATH_GL13:
5185 case RENDERPATH_GL11:
5190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5192 // select a permutation of the lighting shader appropriate to this
5193 // combination of texture, entity, light source, and fogging, only use the
5194 // minimum features necessary to avoid wasting rendering time in the
5195 // fragment shader on features that are not being used
5196 unsigned int permutation = 0;
5197 unsigned int mode = 0;
5198 const float *lightcolorbase = rtlight->currentcolor;
5199 float ambientscale = rtlight->ambientscale;
5200 float diffusescale = rtlight->diffusescale;
5201 float specularscale = rtlight->specularscale;
5202 // this is the location of the light in view space
5203 vec3_t viewlightorigin;
5204 // this transforms from view space (camera) to light space (cubemap)
5205 matrix4x4_t viewtolight;
5206 matrix4x4_t lighttoview;
5207 float viewtolight16f[16];
5208 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5210 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5211 if (rtlight->currentcubemap != r_texture_whitecube)
5212 permutation |= SHADERPERMUTATION_CUBEFILTER;
5213 if (diffusescale > 0)
5214 permutation |= SHADERPERMUTATION_DIFFUSE;
5215 if (specularscale > 0)
5217 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5218 if (r_shadow_glossexact.integer)
5219 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5221 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5223 if (r_shadow_usingshadowmaprect)
5224 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5225 if (r_shadow_usingshadowmap2d)
5226 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5227 if (r_shadow_usingshadowmapcube)
5228 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5229 else if(r_shadow_shadowmapvsdct)
5230 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5232 if (r_shadow_shadowmapsampler)
5233 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5234 if (r_shadow_shadowmappcf > 1)
5235 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5236 else if (r_shadow_shadowmappcf)
5237 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5239 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5240 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5241 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5242 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5243 switch(vid.renderpath)
5245 case RENDERPATH_GL20:
5246 R_SetupShader_SetPermutationGLSL(mode, permutation);
5247 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5248 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5249 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);
5250 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);
5251 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);
5252 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]);
5253 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]);
5254 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));
5255 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]);
5256 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5258 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5259 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5260 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5261 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5262 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5263 if (r_shadow_usingshadowmapcube)
5264 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5265 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5266 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5268 case RENDERPATH_CGGL:
5270 R_SetupShader_SetPermutationCG(mode, permutation);
5271 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5272 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5273 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
5274 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
5275 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
5276 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
5277 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
5278 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
5279 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
5280 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5287 if (r_shadow_usingshadowmapcube)
5288 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5293 case RENDERPATH_GL13:
5294 case RENDERPATH_GL11:
5299 #define SKINFRAME_HASH 1024
5303 int loadsequence; // incremented each level change
5304 memexpandablearray_t array;
5305 skinframe_t *hash[SKINFRAME_HASH];
5308 r_skinframe_t r_skinframe;
5310 void R_SkinFrame_PrepareForPurge(void)
5312 r_skinframe.loadsequence++;
5313 // wrap it without hitting zero
5314 if (r_skinframe.loadsequence >= 200)
5315 r_skinframe.loadsequence = 1;
5318 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5322 // mark the skinframe as used for the purging code
5323 skinframe->loadsequence = r_skinframe.loadsequence;
5326 void R_SkinFrame_Purge(void)
5330 for (i = 0;i < SKINFRAME_HASH;i++)
5332 for (s = r_skinframe.hash[i];s;s = s->next)
5334 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5336 if (s->merged == s->base)
5338 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5339 R_PurgeTexture(s->stain );s->stain = NULL;
5340 R_PurgeTexture(s->merged);s->merged = NULL;
5341 R_PurgeTexture(s->base );s->base = NULL;
5342 R_PurgeTexture(s->pants );s->pants = NULL;
5343 R_PurgeTexture(s->shirt );s->shirt = NULL;
5344 R_PurgeTexture(s->nmap );s->nmap = NULL;
5345 R_PurgeTexture(s->gloss );s->gloss = NULL;
5346 R_PurgeTexture(s->glow );s->glow = NULL;
5347 R_PurgeTexture(s->fog );s->fog = NULL;
5348 R_PurgeTexture(s->reflect);s->reflect = NULL;
5349 s->loadsequence = 0;
5355 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5357 char basename[MAX_QPATH];
5359 Image_StripImageExtension(name, basename, sizeof(basename));
5361 if( last == NULL ) {
5363 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5364 item = r_skinframe.hash[hashindex];
5369 // linearly search through the hash bucket
5370 for( ; item ; item = item->next ) {
5371 if( !strcmp( item->basename, basename ) ) {
5378 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5382 char basename[MAX_QPATH];
5384 Image_StripImageExtension(name, basename, sizeof(basename));
5386 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5387 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5388 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5392 rtexture_t *dyntexture;
5393 // check whether its a dynamic texture
5394 dyntexture = CL_GetDynTexture( basename );
5395 if (!add && !dyntexture)
5397 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5398 memset(item, 0, sizeof(*item));
5399 strlcpy(item->basename, basename, sizeof(item->basename));
5400 item->base = dyntexture; // either NULL or dyntexture handle
5401 item->textureflags = textureflags;
5402 item->comparewidth = comparewidth;
5403 item->compareheight = compareheight;
5404 item->comparecrc = comparecrc;
5405 item->next = r_skinframe.hash[hashindex];
5406 r_skinframe.hash[hashindex] = item;
5408 else if( item->base == NULL )
5410 rtexture_t *dyntexture;
5411 // check whether its a dynamic texture
5412 // 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]
5413 dyntexture = CL_GetDynTexture( basename );
5414 item->base = dyntexture; // either NULL or dyntexture handle
5417 R_SkinFrame_MarkUsed(item);
5421 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5423 unsigned long long avgcolor[5], wsum; \
5431 for(pix = 0; pix < cnt; ++pix) \
5434 for(comp = 0; comp < 3; ++comp) \
5436 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5439 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5441 for(comp = 0; comp < 3; ++comp) \
5442 avgcolor[comp] += getpixel * w; \
5445 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5446 avgcolor[4] += getpixel; \
5448 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5450 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5451 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5452 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5453 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5456 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5459 unsigned char *pixels;
5460 unsigned char *bumppixels;
5461 unsigned char *basepixels = NULL;
5462 int basepixels_width = 0;
5463 int basepixels_height = 0;
5464 skinframe_t *skinframe;
5465 rtexture_t *ddsbase = NULL;
5466 qboolean ddshasalpha = false;
5467 float ddsavgcolor[4];
5468 char basename[MAX_QPATH];
5470 if (cls.state == ca_dedicated)
5473 // return an existing skinframe if already loaded
5474 // if loading of the first image fails, don't make a new skinframe as it
5475 // would cause all future lookups of this to be missing
5476 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5477 if (skinframe && skinframe->base)
5480 Image_StripImageExtension(name, basename, sizeof(basename));
5482 // check for DDS texture file first
5483 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5485 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5486 if (basepixels == NULL)
5490 if (developer_loading.integer)
5491 Con_Printf("loading skin \"%s\"\n", name);
5493 // we've got some pixels to store, so really allocate this new texture now
5495 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5496 skinframe->stain = NULL;
5497 skinframe->merged = NULL;
5498 skinframe->base = NULL;
5499 skinframe->pants = NULL;
5500 skinframe->shirt = NULL;
5501 skinframe->nmap = NULL;
5502 skinframe->gloss = NULL;
5503 skinframe->glow = NULL;
5504 skinframe->fog = NULL;
5505 skinframe->reflect = NULL;
5506 skinframe->hasalpha = false;
5510 skinframe->base = ddsbase;
5511 skinframe->hasalpha = ddshasalpha;
5512 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5513 if (r_loadfog && skinframe->hasalpha)
5514 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5515 //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]);
5519 basepixels_width = image_width;
5520 basepixels_height = image_height;
5521 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5522 if (textureflags & TEXF_ALPHA)
5524 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5526 if (basepixels[j] < 255)
5528 skinframe->hasalpha = true;
5532 if (r_loadfog && skinframe->hasalpha)
5534 // has transparent pixels
5535 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5536 for (j = 0;j < image_width * image_height * 4;j += 4)
5541 pixels[j+3] = basepixels[j+3];
5543 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5547 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5548 //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]);
5549 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5550 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5551 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5552 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5557 if (r_loadnormalmap)
5558 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5559 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5561 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5562 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5563 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5564 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5567 // _norm is the name used by tenebrae and has been adopted as standard
5568 if (r_loadnormalmap && skinframe->nmap == NULL)
5570 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5572 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5576 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5578 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5579 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5580 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5582 Mem_Free(bumppixels);
5584 else if (r_shadow_bumpscale_basetexture.value > 0)
5586 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5587 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5588 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5591 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5592 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5595 // _luma is supported only for tenebrae compatibility
5596 // _glow is the preferred name
5597 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5599 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5600 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5601 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5602 Mem_Free(pixels);pixels = NULL;
5605 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5607 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5608 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5609 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5614 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5616 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5617 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5618 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5623 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5625 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5626 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5627 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5632 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5634 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5635 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5636 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5642 Mem_Free(basepixels);
5647 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5648 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5651 unsigned char *temp1, *temp2;
5652 skinframe_t *skinframe;
5654 if (cls.state == ca_dedicated)
5657 // if already loaded just return it, otherwise make a new skinframe
5658 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5659 if (skinframe && skinframe->base)
5662 skinframe->stain = NULL;
5663 skinframe->merged = NULL;
5664 skinframe->base = NULL;
5665 skinframe->pants = NULL;
5666 skinframe->shirt = NULL;
5667 skinframe->nmap = NULL;
5668 skinframe->gloss = NULL;
5669 skinframe->glow = NULL;
5670 skinframe->fog = NULL;
5671 skinframe->reflect = NULL;
5672 skinframe->hasalpha = false;
5674 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5678 if (developer_loading.integer)
5679 Con_Printf("loading 32bit skin \"%s\"\n", name);
5681 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5683 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5684 temp2 = temp1 + width * height * 4;
5685 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5686 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5689 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5690 if (textureflags & TEXF_ALPHA)
5692 for (i = 3;i < width * height * 4;i += 4)
5694 if (skindata[i] < 255)
5696 skinframe->hasalpha = true;
5700 if (r_loadfog && skinframe->hasalpha)
5702 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5703 memcpy(fogpixels, skindata, width * height * 4);
5704 for (i = 0;i < width * height * 4;i += 4)
5705 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5706 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5707 Mem_Free(fogpixels);
5711 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5712 //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]);
5717 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5721 skinframe_t *skinframe;
5723 if (cls.state == ca_dedicated)
5726 // if already loaded just return it, otherwise make a new skinframe
5727 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5728 if (skinframe && skinframe->base)
5731 skinframe->stain = NULL;
5732 skinframe->merged = NULL;
5733 skinframe->base = NULL;
5734 skinframe->pants = NULL;
5735 skinframe->shirt = NULL;
5736 skinframe->nmap = NULL;
5737 skinframe->gloss = NULL;
5738 skinframe->glow = NULL;
5739 skinframe->fog = NULL;
5740 skinframe->reflect = NULL;
5741 skinframe->hasalpha = false;
5743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5747 if (developer_loading.integer)
5748 Con_Printf("loading quake skin \"%s\"\n", name);
5750 // 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)
5751 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5752 memcpy(skinframe->qpixels, skindata, width*height);
5753 skinframe->qwidth = width;
5754 skinframe->qheight = height;
5757 for (i = 0;i < width * height;i++)
5758 featuresmask |= palette_featureflags[skindata[i]];
5760 skinframe->hasalpha = false;
5761 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5762 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5763 skinframe->qgeneratemerged = true;
5764 skinframe->qgeneratebase = skinframe->qhascolormapping;
5765 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5767 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5768 //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]);
5773 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5777 unsigned char *skindata;
5779 if (!skinframe->qpixels)
5782 if (!skinframe->qhascolormapping)
5783 colormapped = false;
5787 if (!skinframe->qgeneratebase)
5792 if (!skinframe->qgeneratemerged)
5796 width = skinframe->qwidth;
5797 height = skinframe->qheight;
5798 skindata = skinframe->qpixels;
5800 if (skinframe->qgeneratenmap)
5802 unsigned char *temp1, *temp2;
5803 skinframe->qgeneratenmap = false;
5804 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5805 temp2 = temp1 + width * height * 4;
5806 // use either a custom palette or the quake palette
5807 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5808 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5809 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5813 if (skinframe->qgenerateglow)
5815 skinframe->qgenerateglow = false;
5816 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5821 skinframe->qgeneratebase = false;
5822 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5823 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5824 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5828 skinframe->qgeneratemerged = false;
5829 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5832 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5834 Mem_Free(skinframe->qpixels);
5835 skinframe->qpixels = NULL;
5839 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)
5842 skinframe_t *skinframe;
5844 if (cls.state == ca_dedicated)
5847 // if already loaded just return it, otherwise make a new skinframe
5848 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5849 if (skinframe && skinframe->base)
5852 skinframe->stain = NULL;
5853 skinframe->merged = NULL;
5854 skinframe->base = NULL;
5855 skinframe->pants = NULL;
5856 skinframe->shirt = NULL;
5857 skinframe->nmap = NULL;
5858 skinframe->gloss = NULL;
5859 skinframe->glow = NULL;
5860 skinframe->fog = NULL;
5861 skinframe->reflect = NULL;
5862 skinframe->hasalpha = false;
5864 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5868 if (developer_loading.integer)
5869 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5871 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5872 if (textureflags & TEXF_ALPHA)
5874 for (i = 0;i < width * height;i++)
5876 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5878 skinframe->hasalpha = true;
5882 if (r_loadfog && skinframe->hasalpha)
5883 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5886 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5887 //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]);
5892 skinframe_t *R_SkinFrame_LoadMissing(void)
5894 skinframe_t *skinframe;
5896 if (cls.state == ca_dedicated)
5899 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5900 skinframe->stain = NULL;
5901 skinframe->merged = NULL;
5902 skinframe->base = NULL;
5903 skinframe->pants = NULL;
5904 skinframe->shirt = NULL;
5905 skinframe->nmap = NULL;
5906 skinframe->gloss = NULL;
5907 skinframe->glow = NULL;
5908 skinframe->fog = NULL;
5909 skinframe->reflect = NULL;
5910 skinframe->hasalpha = false;
5912 skinframe->avgcolor[0] = rand() / RAND_MAX;
5913 skinframe->avgcolor[1] = rand() / RAND_MAX;
5914 skinframe->avgcolor[2] = rand() / RAND_MAX;
5915 skinframe->avgcolor[3] = 1;
5920 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5921 typedef struct suffixinfo_s
5924 qboolean flipx, flipy, flipdiagonal;
5927 static suffixinfo_t suffix[3][6] =
5930 {"px", false, false, false},
5931 {"nx", false, false, false},
5932 {"py", false, false, false},
5933 {"ny", false, false, false},
5934 {"pz", false, false, false},
5935 {"nz", false, false, false}
5938 {"posx", false, false, false},
5939 {"negx", false, false, false},
5940 {"posy", false, false, false},
5941 {"negy", false, false, false},
5942 {"posz", false, false, false},
5943 {"negz", false, false, false}
5946 {"rt", true, false, true},
5947 {"lf", false, true, true},
5948 {"ft", true, true, false},
5949 {"bk", false, false, false},
5950 {"up", true, false, true},
5951 {"dn", true, false, true}
5955 static int componentorder[4] = {0, 1, 2, 3};
5957 rtexture_t *R_LoadCubemap(const char *basename)
5959 int i, j, cubemapsize;
5960 unsigned char *cubemappixels, *image_buffer;
5961 rtexture_t *cubemaptexture;
5963 // must start 0 so the first loadimagepixels has no requested width/height
5965 cubemappixels = NULL;
5966 cubemaptexture = NULL;
5967 // keep trying different suffix groups (posx, px, rt) until one loads
5968 for (j = 0;j < 3 && !cubemappixels;j++)
5970 // load the 6 images in the suffix group
5971 for (i = 0;i < 6;i++)
5973 // generate an image name based on the base and and suffix
5974 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5976 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5978 // an image loaded, make sure width and height are equal
5979 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5981 // if this is the first image to load successfully, allocate the cubemap memory
5982 if (!cubemappixels && image_width >= 1)
5984 cubemapsize = image_width;
5985 // note this clears to black, so unavailable sides are black
5986 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5988 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5990 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);
5993 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5995 Mem_Free(image_buffer);
5999 // if a cubemap loaded, upload it
6002 if (developer_loading.integer)
6003 Con_Printf("loading cubemap \"%s\"\n", basename);
6005 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6006 Mem_Free(cubemappixels);
6010 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6011 if (developer_loading.integer)
6013 Con_Printf("(tried tried images ");
6014 for (j = 0;j < 3;j++)
6015 for (i = 0;i < 6;i++)
6016 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6017 Con_Print(" and was unable to find any of them).\n");
6020 return cubemaptexture;
6023 rtexture_t *R_GetCubemap(const char *basename)
6026 for (i = 0;i < r_texture_numcubemaps;i++)
6027 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6028 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6029 if (i >= MAX_CUBEMAPS)
6030 return r_texture_whitecube;
6031 r_texture_numcubemaps++;
6032 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6033 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6034 return r_texture_cubemaps[i].texture;
6037 void R_FreeCubemaps(void)
6040 for (i = 0;i < r_texture_numcubemaps;i++)
6042 if (developer_loading.integer)
6043 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6044 if (r_texture_cubemaps[i].texture)
6045 R_FreeTexture(r_texture_cubemaps[i].texture);
6047 r_texture_numcubemaps = 0;
6050 void R_Main_FreeViewCache(void)
6052 if (r_refdef.viewcache.entityvisible)
6053 Mem_Free(r_refdef.viewcache.entityvisible);
6054 if (r_refdef.viewcache.world_pvsbits)
6055 Mem_Free(r_refdef.viewcache.world_pvsbits);
6056 if (r_refdef.viewcache.world_leafvisible)
6057 Mem_Free(r_refdef.viewcache.world_leafvisible);
6058 if (r_refdef.viewcache.world_surfacevisible)
6059 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6060 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6063 void R_Main_ResizeViewCache(void)
6065 int numentities = r_refdef.scene.numentities;
6066 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6067 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6068 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6069 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6070 if (r_refdef.viewcache.maxentities < numentities)
6072 r_refdef.viewcache.maxentities = numentities;
6073 if (r_refdef.viewcache.entityvisible)
6074 Mem_Free(r_refdef.viewcache.entityvisible);
6075 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6077 if (r_refdef.viewcache.world_numclusters != numclusters)
6079 r_refdef.viewcache.world_numclusters = numclusters;
6080 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6081 if (r_refdef.viewcache.world_pvsbits)
6082 Mem_Free(r_refdef.viewcache.world_pvsbits);
6083 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6085 if (r_refdef.viewcache.world_numleafs != numleafs)
6087 r_refdef.viewcache.world_numleafs = numleafs;
6088 if (r_refdef.viewcache.world_leafvisible)
6089 Mem_Free(r_refdef.viewcache.world_leafvisible);
6090 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6092 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6094 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6095 if (r_refdef.viewcache.world_surfacevisible)
6096 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6097 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6101 extern rtexture_t *loadingscreentexture;
6102 void gl_main_start(void)
6104 loadingscreentexture = NULL;
6105 r_texture_blanknormalmap = NULL;
6106 r_texture_white = NULL;
6107 r_texture_grey128 = NULL;
6108 r_texture_black = NULL;
6109 r_texture_whitecube = NULL;
6110 r_texture_normalizationcube = NULL;
6111 r_texture_fogattenuation = NULL;
6112 r_texture_gammaramps = NULL;
6113 r_texture_numcubemaps = 0;
6115 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6116 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6118 switch(vid.renderpath)
6120 case RENDERPATH_GL20:
6121 case RENDERPATH_CGGL:
6122 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6123 Cvar_SetValueQuick(&gl_combine, 1);
6124 Cvar_SetValueQuick(&r_glsl, 1);
6125 r_loadnormalmap = true;
6129 case RENDERPATH_GL13:
6130 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6131 Cvar_SetValueQuick(&gl_combine, 1);
6132 Cvar_SetValueQuick(&r_glsl, 0);
6133 r_loadnormalmap = false;
6134 r_loadgloss = false;
6137 case RENDERPATH_GL11:
6138 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6139 Cvar_SetValueQuick(&gl_combine, 0);
6140 Cvar_SetValueQuick(&r_glsl, 0);
6141 r_loadnormalmap = false;
6142 r_loadgloss = false;
6148 R_FrameData_Reset();
6152 memset(r_queries, 0, sizeof(r_queries));
6154 r_qwskincache = NULL;
6155 r_qwskincache_size = 0;
6157 // set up r_skinframe loading system for textures
6158 memset(&r_skinframe, 0, sizeof(r_skinframe));
6159 r_skinframe.loadsequence = 1;
6160 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6162 r_main_texturepool = R_AllocTexturePool();
6163 R_BuildBlankTextures();
6165 if (vid.support.arb_texture_cube_map)
6168 R_BuildNormalizationCube();
6170 r_texture_fogattenuation = NULL;
6171 r_texture_gammaramps = NULL;
6172 //r_texture_fogintensity = NULL;
6173 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6174 memset(&r_waterstate, 0, sizeof(r_waterstate));
6175 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6176 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6177 glslshaderstring = NULL;
6179 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6180 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6181 cgshaderstring = NULL;
6183 memset(&r_svbsp, 0, sizeof (r_svbsp));
6185 r_refdef.fogmasktable_density = 0;
6188 void gl_main_shutdown(void)
6191 R_FrameData_Reset();
6193 R_Main_FreeViewCache();
6196 qglDeleteQueriesARB(r_maxqueries, r_queries);
6200 memset(r_queries, 0, sizeof(r_queries));
6202 r_qwskincache = NULL;
6203 r_qwskincache_size = 0;
6205 // clear out the r_skinframe state
6206 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6207 memset(&r_skinframe, 0, sizeof(r_skinframe));
6210 Mem_Free(r_svbsp.nodes);
6211 memset(&r_svbsp, 0, sizeof (r_svbsp));
6212 R_FreeTexturePool(&r_main_texturepool);
6213 loadingscreentexture = NULL;
6214 r_texture_blanknormalmap = NULL;
6215 r_texture_white = NULL;
6216 r_texture_grey128 = NULL;
6217 r_texture_black = NULL;
6218 r_texture_whitecube = NULL;
6219 r_texture_normalizationcube = NULL;
6220 r_texture_fogattenuation = NULL;
6221 r_texture_gammaramps = NULL;
6222 r_texture_numcubemaps = 0;
6223 //r_texture_fogintensity = NULL;
6224 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6225 memset(&r_waterstate, 0, sizeof(r_waterstate));
6229 extern void CL_ParseEntityLump(char *entitystring);
6230 void gl_main_newmap(void)
6232 // FIXME: move this code to client
6234 char *entities, entname[MAX_QPATH];
6236 Mem_Free(r_qwskincache);
6237 r_qwskincache = NULL;
6238 r_qwskincache_size = 0;
6241 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6242 l = (int)strlen(entname) - 4;
6243 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6245 memcpy(entname + l, ".ent", 5);
6246 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6248 CL_ParseEntityLump(entities);
6253 if (cl.worldmodel->brush.entities)
6254 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6256 R_Main_FreeViewCache();
6258 R_FrameData_Reset();
6261 void GL_Main_Init(void)
6263 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6265 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6266 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6267 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6268 if (gamemode == GAME_NEHAHRA)
6270 Cvar_RegisterVariable (&gl_fogenable);
6271 Cvar_RegisterVariable (&gl_fogdensity);
6272 Cvar_RegisterVariable (&gl_fogred);
6273 Cvar_RegisterVariable (&gl_foggreen);
6274 Cvar_RegisterVariable (&gl_fogblue);
6275 Cvar_RegisterVariable (&gl_fogstart);
6276 Cvar_RegisterVariable (&gl_fogend);
6277 Cvar_RegisterVariable (&gl_skyclip);
6279 Cvar_RegisterVariable(&r_motionblur);
6280 Cvar_RegisterVariable(&r_motionblur_maxblur);
6281 Cvar_RegisterVariable(&r_motionblur_bmin);
6282 Cvar_RegisterVariable(&r_motionblur_vmin);
6283 Cvar_RegisterVariable(&r_motionblur_vmax);
6284 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6285 Cvar_RegisterVariable(&r_motionblur_randomize);
6286 Cvar_RegisterVariable(&r_damageblur);
6287 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6288 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6289 Cvar_RegisterVariable(&r_equalize_entities_by);
6290 Cvar_RegisterVariable(&r_equalize_entities_to);
6291 Cvar_RegisterVariable(&r_depthfirst);
6292 Cvar_RegisterVariable(&r_useinfinitefarclip);
6293 Cvar_RegisterVariable(&r_farclip_base);
6294 Cvar_RegisterVariable(&r_farclip_world);
6295 Cvar_RegisterVariable(&r_nearclip);
6296 Cvar_RegisterVariable(&r_showbboxes);
6297 Cvar_RegisterVariable(&r_showsurfaces);
6298 Cvar_RegisterVariable(&r_showtris);
6299 Cvar_RegisterVariable(&r_shownormals);
6300 Cvar_RegisterVariable(&r_showlighting);
6301 Cvar_RegisterVariable(&r_showshadowvolumes);
6302 Cvar_RegisterVariable(&r_showcollisionbrushes);
6303 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6304 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6305 Cvar_RegisterVariable(&r_showdisabledepthtest);
6306 Cvar_RegisterVariable(&r_drawportals);
6307 Cvar_RegisterVariable(&r_drawentities);
6308 Cvar_RegisterVariable(&r_cullentities_trace);
6309 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6310 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6311 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6312 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6313 Cvar_RegisterVariable(&r_drawviewmodel);
6314 Cvar_RegisterVariable(&r_speeds);
6315 Cvar_RegisterVariable(&r_fullbrights);
6316 Cvar_RegisterVariable(&r_wateralpha);
6317 Cvar_RegisterVariable(&r_dynamic);
6318 Cvar_RegisterVariable(&r_fullbright);
6319 Cvar_RegisterVariable(&r_shadows);
6320 Cvar_RegisterVariable(&r_shadows_darken);
6321 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6322 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6323 Cvar_RegisterVariable(&r_shadows_throwdistance);
6324 Cvar_RegisterVariable(&r_shadows_throwdirection);
6325 Cvar_RegisterVariable(&r_shadows_focus);
6326 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6327 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6328 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6329 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6330 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6331 Cvar_RegisterVariable(&r_fog_exp2);
6332 Cvar_RegisterVariable(&r_drawfog);
6333 Cvar_RegisterVariable(&r_transparentdepthmasking);
6334 Cvar_RegisterVariable(&r_texture_dds_load);
6335 Cvar_RegisterVariable(&r_texture_dds_save);
6336 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6337 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6338 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6339 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6340 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6341 Cvar_RegisterVariable(&r_textureunits);
6342 Cvar_RegisterVariable(&gl_combine);
6343 Cvar_RegisterVariable(&r_glsl);
6344 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6345 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6347 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6348 Cvar_RegisterVariable(&r_glsl_postprocess);
6349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6351 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6353 Cvar_RegisterVariable(&r_water);
6354 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6355 Cvar_RegisterVariable(&r_water_clippingplanebias);
6356 Cvar_RegisterVariable(&r_water_refractdistort);
6357 Cvar_RegisterVariable(&r_water_reflectdistort);
6358 Cvar_RegisterVariable(&r_lerpsprites);
6359 Cvar_RegisterVariable(&r_lerpmodels);
6360 Cvar_RegisterVariable(&r_lerplightstyles);
6361 Cvar_RegisterVariable(&r_waterscroll);
6362 Cvar_RegisterVariable(&r_bloom);
6363 Cvar_RegisterVariable(&r_bloom_colorscale);
6364 Cvar_RegisterVariable(&r_bloom_brighten);
6365 Cvar_RegisterVariable(&r_bloom_blur);
6366 Cvar_RegisterVariable(&r_bloom_resolution);
6367 Cvar_RegisterVariable(&r_bloom_colorexponent);
6368 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6369 Cvar_RegisterVariable(&r_hdr);
6370 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6371 Cvar_RegisterVariable(&r_hdr_glowintensity);
6372 Cvar_RegisterVariable(&r_hdr_range);
6373 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6374 Cvar_RegisterVariable(&developer_texturelogging);
6375 Cvar_RegisterVariable(&gl_lightmaps);
6376 Cvar_RegisterVariable(&r_test);
6377 Cvar_RegisterVariable(&r_batchmode);
6378 Cvar_RegisterVariable(&r_glsl_saturation);
6379 Cvar_RegisterVariable(&r_framedatasize);
6380 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6381 Cvar_SetValue("r_fullbrights", 0);
6382 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6384 Cvar_RegisterVariable(&r_track_sprites);
6385 Cvar_RegisterVariable(&r_track_sprites_flags);
6386 Cvar_RegisterVariable(&r_track_sprites_scalew);
6387 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6388 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6389 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6392 extern void R_Textures_Init(void);
6393 extern void GL_Draw_Init(void);
6394 extern void GL_Main_Init(void);
6395 extern void R_Shadow_Init(void);
6396 extern void R_Sky_Init(void);
6397 extern void GL_Surf_Init(void);
6398 extern void R_Particles_Init(void);
6399 extern void R_Explosion_Init(void);
6400 extern void gl_backend_init(void);
6401 extern void Sbar_Init(void);
6402 extern void R_LightningBeams_Init(void);
6403 extern void Mod_RenderInit(void);
6404 extern void Font_Init(void);
6406 void Render_Init(void)
6419 R_LightningBeams_Init();
6428 extern char *ENGINE_EXTENSIONS;
6431 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6432 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6433 gl_version = (const char *)qglGetString(GL_VERSION);
6434 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6438 if (!gl_platformextensions)
6439 gl_platformextensions = "";
6441 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6442 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6443 Con_Printf("GL_VERSION: %s\n", gl_version);
6444 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6445 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6447 VID_CheckExtensions();
6449 // LordHavoc: report supported extensions
6450 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6452 // clear to black (loading plaque will be seen over this)
6454 qglClearColor(0,0,0,1);CHECKGLERROR
6455 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6458 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6462 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6464 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6467 p = r_refdef.view.frustum + i;
6472 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6476 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6480 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6484 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6488 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6492 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6496 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6500 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6508 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6512 for (i = 0;i < numplanes;i++)
6519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6535 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6539 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6543 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6547 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6555 //==================================================================================
6557 // LordHavoc: this stores temporary data used within the same frame
6559 qboolean r_framedata_failed;
6560 static size_t r_framedata_size;
6561 static size_t r_framedata_current;
6562 static void *r_framedata_base;
6564 void R_FrameData_Reset(void)
6566 if (r_framedata_base)
6567 Mem_Free(r_framedata_base);
6568 r_framedata_base = NULL;
6569 r_framedata_size = 0;
6570 r_framedata_current = 0;
6571 r_framedata_failed = false;
6574 void R_FrameData_NewFrame(void)
6577 if (r_framedata_failed)
6578 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6579 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6580 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6581 if (r_framedata_size != wantedsize)
6583 r_framedata_size = wantedsize;
6584 if (r_framedata_base)
6585 Mem_Free(r_framedata_base);
6586 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6588 r_framedata_current = 0;
6589 r_framedata_failed = false;
6592 void *R_FrameData_Alloc(size_t size)
6596 // align to 16 byte boundary
6597 size = (size + 15) & ~15;
6598 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6599 r_framedata_current += size;
6602 if (r_framedata_current > r_framedata_size)
6603 r_framedata_failed = true;
6605 // return NULL on everything after a failure
6606 if (r_framedata_failed)
6612 void *R_FrameData_Store(size_t size, void *data)
6614 void *d = R_FrameData_Alloc(size);
6616 memcpy(d, data, size);
6620 //==================================================================================
6622 // LordHavoc: animcache originally written by Echon, rewritten since then
6625 * Animation cache prevents re-generating mesh data for an animated model
6626 * multiple times in one frame for lighting, shadowing, reflections, etc.
6629 void R_AnimCache_Free(void)
6633 void R_AnimCache_ClearCache(void)
6636 entity_render_t *ent;
6638 for (i = 0;i < r_refdef.scene.numentities;i++)
6640 ent = r_refdef.scene.entities[i];
6641 ent->animcache_vertex3f = NULL;
6642 ent->animcache_normal3f = NULL;
6643 ent->animcache_svector3f = NULL;
6644 ent->animcache_tvector3f = NULL;
6648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6650 dp_model_t *model = ent->model;
6652 // see if it's already cached this frame
6653 if (ent->animcache_vertex3f)
6655 // add normals/tangents if needed
6656 if (wantnormals || wanttangents)
6658 if (ent->animcache_normal3f)
6659 wantnormals = false;
6660 if (ent->animcache_svector3f)
6661 wanttangents = false;
6662 if (wantnormals || wanttangents)
6664 numvertices = model->surfmesh.num_vertices;
6666 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6669 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6672 if (!r_framedata_failed)
6673 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6679 // see if this ent is worth caching
6680 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6682 // get some memory for this entity and generate mesh data
6683 numvertices = model->surfmesh.num_vertices;
6684 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6686 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6689 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6692 if (!r_framedata_failed)
6693 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6695 return !r_framedata_failed;
6698 void R_AnimCache_CacheVisibleEntities(void)
6701 qboolean wantnormals = !r_showsurfaces.integer;
6702 qboolean wanttangents = !r_showsurfaces.integer;
6704 switch(vid.renderpath)
6706 case RENDERPATH_GL20:
6707 case RENDERPATH_CGGL:
6709 case RENDERPATH_GL13:
6710 case RENDERPATH_GL11:
6711 wanttangents = false;
6715 // TODO: thread this
6716 // NOTE: R_PrepareRTLights() also caches entities
6718 for (i = 0;i < r_refdef.scene.numentities;i++)
6719 if (r_refdef.viewcache.entityvisible[i])
6720 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6723 //==================================================================================
6725 static void R_View_UpdateEntityLighting (void)
6728 entity_render_t *ent;
6729 vec3_t tempdiffusenormal, avg;
6730 vec_t f, fa, fd, fdd;
6731 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6733 for (i = 0;i < r_refdef.scene.numentities;i++)
6735 ent = r_refdef.scene.entities[i];
6737 // skip unseen models
6738 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6742 if (ent->model && ent->model->brush.num_leafs)
6744 // TODO: use modellight for r_ambient settings on world?
6745 VectorSet(ent->modellight_ambient, 0, 0, 0);
6746 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6747 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6751 // fetch the lighting from the worldmodel data
6752 VectorClear(ent->modellight_ambient);
6753 VectorClear(ent->modellight_diffuse);
6754 VectorClear(tempdiffusenormal);
6755 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6758 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6759 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6760 if(ent->flags & RENDER_EQUALIZE)
6762 // first fix up ambient lighting...
6763 if(r_equalize_entities_minambient.value > 0)
6765 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6768 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6769 if(fa < r_equalize_entities_minambient.value * fd)
6772 // fa'/fd' = minambient
6773 // fa'+0.25*fd' = fa+0.25*fd
6775 // fa' = fd' * minambient
6776 // fd'*(0.25+minambient) = fa+0.25*fd
6778 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6779 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6781 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6782 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
6783 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6784 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6789 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6791 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6792 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6795 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6796 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6797 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6803 VectorSet(ent->modellight_ambient, 1, 1, 1);
6805 // move the light direction into modelspace coordinates for lighting code
6806 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6807 if(VectorLength2(ent->modellight_lightdir) == 0)
6808 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6809 VectorNormalize(ent->modellight_lightdir);
6813 #define MAX_LINEOFSIGHTTRACES 64
6815 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6818 vec3_t boxmins, boxmaxs;
6821 dp_model_t *model = r_refdef.scene.worldmodel;
6823 if (!model || !model->brush.TraceLineOfSight)
6826 // expand the box a little
6827 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6828 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6829 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6830 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6831 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6832 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6834 // return true if eye is inside enlarged box
6835 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6839 VectorCopy(eye, start);
6840 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6841 if (model->brush.TraceLineOfSight(model, start, end))
6844 // try various random positions
6845 for (i = 0;i < numsamples;i++)
6847 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6848 if (model->brush.TraceLineOfSight(model, start, end))
6856 static void R_View_UpdateEntityVisible (void)
6861 entity_render_t *ent;
6863 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6864 if (!r_drawviewmodel.integer)
6865 renderimask |= RENDER_VIEWMODEL;
6866 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6868 // worldmodel can check visibility
6869 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6870 for (i = 0;i < r_refdef.scene.numentities;i++)
6872 ent = r_refdef.scene.entities[i];
6873 if (!(ent->flags & renderimask))
6874 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6875 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))
6876 r_refdef.viewcache.entityvisible[i] = true;
6878 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6880 for (i = 0;i < r_refdef.scene.numentities;i++)
6882 ent = r_refdef.scene.entities[i];
6883 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6885 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6887 continue; // temp entities do pvs only
6888 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6889 ent->last_trace_visibility = realtime;
6890 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6891 r_refdef.viewcache.entityvisible[i] = 0;
6898 // no worldmodel or it can't check visibility
6899 for (i = 0;i < r_refdef.scene.numentities;i++)
6901 ent = r_refdef.scene.entities[i];
6902 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));
6907 /// only used if skyrendermasked, and normally returns false
6908 int R_DrawBrushModelsSky (void)
6911 entity_render_t *ent;
6914 for (i = 0;i < r_refdef.scene.numentities;i++)
6916 if (!r_refdef.viewcache.entityvisible[i])
6918 ent = r_refdef.scene.entities[i];
6919 if (!ent->model || !ent->model->DrawSky)
6921 ent->model->DrawSky(ent);
6927 static void R_DrawNoModel(entity_render_t *ent);
6928 static void R_DrawModels(void)
6931 entity_render_t *ent;
6933 for (i = 0;i < r_refdef.scene.numentities;i++)
6935 if (!r_refdef.viewcache.entityvisible[i])
6937 ent = r_refdef.scene.entities[i];
6938 r_refdef.stats.entities++;
6939 if (ent->model && ent->model->Draw != NULL)
6940 ent->model->Draw(ent);
6946 static void R_DrawModelsDepth(void)
6949 entity_render_t *ent;
6951 for (i = 0;i < r_refdef.scene.numentities;i++)
6953 if (!r_refdef.viewcache.entityvisible[i])
6955 ent = r_refdef.scene.entities[i];
6956 if (ent->model && ent->model->DrawDepth != NULL)
6957 ent->model->DrawDepth(ent);
6961 static void R_DrawModelsDebug(void)
6964 entity_render_t *ent;
6966 for (i = 0;i < r_refdef.scene.numentities;i++)
6968 if (!r_refdef.viewcache.entityvisible[i])
6970 ent = r_refdef.scene.entities[i];
6971 if (ent->model && ent->model->DrawDebug != NULL)
6972 ent->model->DrawDebug(ent);
6976 static void R_DrawModelsAddWaterPlanes(void)
6979 entity_render_t *ent;
6981 for (i = 0;i < r_refdef.scene.numentities;i++)
6983 if (!r_refdef.viewcache.entityvisible[i])
6985 ent = r_refdef.scene.entities[i];
6986 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6987 ent->model->DrawAddWaterPlanes(ent);
6991 static void R_View_SetFrustum(void)
6994 double slopex, slopey;
6995 vec3_t forward, left, up, origin;
6997 // we can't trust r_refdef.view.forward and friends in reflected scenes
6998 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7001 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7002 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7003 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7004 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7005 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7006 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7007 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7008 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7009 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7010 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7011 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7012 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7016 zNear = r_refdef.nearclip;
7017 nudge = 1.0 - 1.0 / (1<<23);
7018 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7019 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7020 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7021 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7022 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7023 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7024 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7025 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7031 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7032 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7033 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7034 r_refdef.view.frustum[0].dist = m[15] - m[12];
7036 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7037 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7038 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7039 r_refdef.view.frustum[1].dist = m[15] + m[12];
7041 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7042 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7043 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7044 r_refdef.view.frustum[2].dist = m[15] - m[13];
7046 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7047 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7048 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7049 r_refdef.view.frustum[3].dist = m[15] + m[13];
7051 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7052 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7053 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7054 r_refdef.view.frustum[4].dist = m[15] - m[14];
7056 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7057 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7058 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7059 r_refdef.view.frustum[5].dist = m[15] + m[14];
7062 if (r_refdef.view.useperspective)
7064 slopex = 1.0 / r_refdef.view.frustum_x;
7065 slopey = 1.0 / r_refdef.view.frustum_y;
7066 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7067 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7068 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7069 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7070 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7072 // Leaving those out was a mistake, those were in the old code, and they
7073 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7074 // I couldn't reproduce it after adding those normalizations. --blub
7075 VectorNormalize(r_refdef.view.frustum[0].normal);
7076 VectorNormalize(r_refdef.view.frustum[1].normal);
7077 VectorNormalize(r_refdef.view.frustum[2].normal);
7078 VectorNormalize(r_refdef.view.frustum[3].normal);
7080 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7081 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]);
7082 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]);
7083 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]);
7084 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]);
7086 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7087 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7088 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7089 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7090 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7094 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7095 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7096 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7097 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7098 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7099 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7100 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7101 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7102 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7103 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7105 r_refdef.view.numfrustumplanes = 5;
7107 if (r_refdef.view.useclipplane)
7109 r_refdef.view.numfrustumplanes = 6;
7110 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7113 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7114 PlaneClassify(r_refdef.view.frustum + i);
7116 // LordHavoc: note to all quake engine coders, Quake had a special case
7117 // for 90 degrees which assumed a square view (wrong), so I removed it,
7118 // Quake2 has it disabled as well.
7120 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7121 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7122 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7123 //PlaneClassify(&frustum[0]);
7125 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7126 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7127 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7128 //PlaneClassify(&frustum[1]);
7130 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7131 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7132 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7133 //PlaneClassify(&frustum[2]);
7135 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7136 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7137 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7138 //PlaneClassify(&frustum[3]);
7141 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7142 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7143 //PlaneClassify(&frustum[4]);
7146 void R_View_Update(void)
7148 R_Main_ResizeViewCache();
7149 R_View_SetFrustum();
7150 R_View_WorldVisibility(r_refdef.view.useclipplane);
7151 R_View_UpdateEntityVisible();
7152 R_View_UpdateEntityLighting();
7155 void R_SetupView(qboolean allowwaterclippingplane)
7157 const float *customclipplane = NULL;
7159 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7161 // LordHavoc: couldn't figure out how to make this approach the
7162 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7163 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7164 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7165 dist = r_refdef.view.clipplane.dist;
7166 plane[0] = r_refdef.view.clipplane.normal[0];
7167 plane[1] = r_refdef.view.clipplane.normal[1];
7168 plane[2] = r_refdef.view.clipplane.normal[2];
7170 customclipplane = plane;
7173 if (!r_refdef.view.useperspective)
7174 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);
7175 else if (vid.stencil && r_useinfinitefarclip.integer)
7176 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);
7178 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);
7179 R_SetViewport(&r_refdef.view.viewport);
7182 void R_EntityMatrix(const matrix4x4_t *matrix)
7184 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7186 gl_modelmatrixchanged = false;
7187 gl_modelmatrix = *matrix;
7188 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7189 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7190 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7191 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7193 switch(vid.renderpath)
7195 case RENDERPATH_GL20:
7196 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7197 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7198 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7200 case RENDERPATH_CGGL:
7203 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7204 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7205 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7208 case RENDERPATH_GL13:
7209 case RENDERPATH_GL11:
7210 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7216 void R_ResetViewRendering2D(void)
7218 r_viewport_t viewport;
7221 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7222 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);
7223 R_SetViewport(&viewport);
7224 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7225 GL_Color(1, 1, 1, 1);
7226 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7227 GL_BlendFunc(GL_ONE, GL_ZERO);
7228 GL_AlphaTest(false);
7229 GL_ScissorTest(false);
7230 GL_DepthMask(false);
7231 GL_DepthRange(0, 1);
7232 GL_DepthTest(false);
7233 R_EntityMatrix(&identitymatrix);
7234 R_Mesh_ResetTextureState();
7235 GL_PolygonOffset(0, 0);
7236 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7237 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7238 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7239 qglStencilMask(~0);CHECKGLERROR
7240 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7241 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7242 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7245 void R_ResetViewRendering3D(void)
7250 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7251 GL_Color(1, 1, 1, 1);
7252 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7253 GL_BlendFunc(GL_ONE, GL_ZERO);
7254 GL_AlphaTest(false);
7255 GL_ScissorTest(true);
7257 GL_DepthRange(0, 1);
7259 R_EntityMatrix(&identitymatrix);
7260 R_Mesh_ResetTextureState();
7261 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7262 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7263 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7264 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7265 qglStencilMask(~0);CHECKGLERROR
7266 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7267 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7268 GL_CullFace(r_refdef.view.cullface_back);
7271 void R_RenderScene(void);
7272 void R_RenderWaterPlanes(void);
7274 static void R_Water_StartFrame(void)
7277 int waterwidth, waterheight, texturewidth, textureheight;
7278 r_waterstate_waterplane_t *p;
7280 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7283 switch(vid.renderpath)
7285 case RENDERPATH_GL20:
7286 case RENDERPATH_CGGL:
7288 case RENDERPATH_GL13:
7289 case RENDERPATH_GL11:
7293 // set waterwidth and waterheight to the water resolution that will be
7294 // used (often less than the screen resolution for faster rendering)
7295 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7296 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7298 // calculate desired texture sizes
7299 // can't use water if the card does not support the texture size
7300 if (!r_water.integer || r_showsurfaces.integer)
7301 texturewidth = textureheight = waterwidth = waterheight = 0;
7302 else if (vid.support.arb_texture_non_power_of_two)
7304 texturewidth = waterwidth;
7305 textureheight = waterheight;
7309 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7310 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7313 // allocate textures as needed
7314 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7316 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7317 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7319 if (p->texture_refraction)
7320 R_FreeTexture(p->texture_refraction);
7321 p->texture_refraction = NULL;
7322 if (p->texture_reflection)
7323 R_FreeTexture(p->texture_reflection);
7324 p->texture_reflection = NULL;
7326 memset(&r_waterstate, 0, sizeof(r_waterstate));
7327 r_waterstate.texturewidth = texturewidth;
7328 r_waterstate.textureheight = textureheight;
7331 if (r_waterstate.texturewidth)
7333 r_waterstate.enabled = true;
7335 // when doing a reduced render (HDR) we want to use a smaller area
7336 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7337 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7339 // set up variables that will be used in shader setup
7340 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7341 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7342 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7343 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7346 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7347 r_waterstate.numwaterplanes = 0;
7350 void R_Water_AddWaterPlane(msurface_t *surface)
7352 int triangleindex, planeindex;
7358 r_waterstate_waterplane_t *p;
7359 texture_t *t = R_GetCurrentTexture(surface->texture);
7360 // just use the first triangle with a valid normal for any decisions
7361 VectorClear(normal);
7362 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7364 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7365 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7366 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7367 TriangleNormal(vert[0], vert[1], vert[2], normal);
7368 if (VectorLength2(normal) >= 0.001)
7372 VectorCopy(normal, plane.normal);
7373 VectorNormalize(plane.normal);
7374 plane.dist = DotProduct(vert[0], plane.normal);
7375 PlaneClassify(&plane);
7376 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7378 // skip backfaces (except if nocullface is set)
7379 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7381 VectorNegate(plane.normal, plane.normal);
7383 PlaneClassify(&plane);
7387 // find a matching plane if there is one
7388 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7389 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7391 if (planeindex >= r_waterstate.maxwaterplanes)
7392 return; // nothing we can do, out of planes
7394 // if this triangle does not fit any known plane rendered this frame, add one
7395 if (planeindex >= r_waterstate.numwaterplanes)
7397 // store the new plane
7398 r_waterstate.numwaterplanes++;
7400 // clear materialflags and pvs
7401 p->materialflags = 0;
7402 p->pvsvalid = false;
7404 // merge this surface's materialflags into the waterplane
7405 p->materialflags |= t->currentmaterialflags;
7406 // merge this surface's PVS into the waterplane
7407 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7408 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7409 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7411 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7416 static void R_Water_ProcessPlanes(void)
7418 r_refdef_view_t originalview;
7419 r_refdef_view_t myview;
7421 r_waterstate_waterplane_t *p;
7423 originalview = r_refdef.view;
7425 // make sure enough textures are allocated
7426 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7428 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7430 if (!p->texture_refraction)
7431 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7432 if (!p->texture_refraction)
7436 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7438 if (!p->texture_reflection)
7439 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7440 if (!p->texture_reflection)
7446 r_refdef.view = originalview;
7447 r_refdef.view.showdebug = false;
7448 r_refdef.view.width = r_waterstate.waterwidth;
7449 r_refdef.view.height = r_waterstate.waterheight;
7450 r_refdef.view.useclipplane = true;
7451 myview = r_refdef.view;
7452 r_waterstate.renderingscene = true;
7453 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7455 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7457 r_refdef.view = myview;
7458 // render reflected scene and copy into texture
7459 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7460 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7461 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7462 r_refdef.view.clipplane = p->plane;
7463 // reverse the cullface settings for this render
7464 r_refdef.view.cullface_front = GL_FRONT;
7465 r_refdef.view.cullface_back = GL_BACK;
7466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7468 r_refdef.view.usecustompvs = true;
7470 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7472 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7475 R_ResetViewRendering3D();
7476 R_ClearScreen(r_refdef.fogenabled);
7480 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);
7483 // render the normal view scene and copy into texture
7484 // (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)
7485 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7487 r_refdef.view = myview;
7488 r_refdef.view.clipplane = p->plane;
7489 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7490 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7491 PlaneClassify(&r_refdef.view.clipplane);
7493 R_ResetViewRendering3D();
7494 R_ClearScreen(r_refdef.fogenabled);
7498 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);
7502 r_waterstate.renderingscene = false;
7503 r_refdef.view = originalview;
7504 R_ResetViewRendering3D();
7505 R_ClearScreen(r_refdef.fogenabled);
7509 r_refdef.view = originalview;
7510 r_waterstate.renderingscene = false;
7511 Cvar_SetValueQuick(&r_water, 0);
7512 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7516 void R_Bloom_StartFrame(void)
7518 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7520 switch(vid.renderpath)
7522 case RENDERPATH_GL20:
7523 case RENDERPATH_CGGL:
7525 case RENDERPATH_GL13:
7526 case RENDERPATH_GL11:
7530 // set bloomwidth and bloomheight to the bloom resolution that will be
7531 // used (often less than the screen resolution for faster rendering)
7532 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7533 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7534 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7535 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7536 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7538 // calculate desired texture sizes
7539 if (vid.support.arb_texture_non_power_of_two)
7541 screentexturewidth = r_refdef.view.width;
7542 screentextureheight = r_refdef.view.height;
7543 bloomtexturewidth = r_bloomstate.bloomwidth;
7544 bloomtextureheight = r_bloomstate.bloomheight;
7548 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7549 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7550 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7551 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7554 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))
7556 Cvar_SetValueQuick(&r_hdr, 0);
7557 Cvar_SetValueQuick(&r_bloom, 0);
7558 Cvar_SetValueQuick(&r_motionblur, 0);
7559 Cvar_SetValueQuick(&r_damageblur, 0);
7562 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)))
7563 screentexturewidth = screentextureheight = 0;
7564 if (!r_hdr.integer && !r_bloom.integer)
7565 bloomtexturewidth = bloomtextureheight = 0;
7567 // allocate textures as needed
7568 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7570 if (r_bloomstate.texture_screen)
7571 R_FreeTexture(r_bloomstate.texture_screen);
7572 r_bloomstate.texture_screen = NULL;
7573 r_bloomstate.screentexturewidth = screentexturewidth;
7574 r_bloomstate.screentextureheight = screentextureheight;
7575 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7576 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7578 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7580 if (r_bloomstate.texture_bloom)
7581 R_FreeTexture(r_bloomstate.texture_bloom);
7582 r_bloomstate.texture_bloom = NULL;
7583 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7584 r_bloomstate.bloomtextureheight = bloomtextureheight;
7585 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7586 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7589 // when doing a reduced render (HDR) we want to use a smaller area
7590 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7591 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7592 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7593 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7594 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7596 // set up a texcoord array for the full resolution screen image
7597 // (we have to keep this around to copy back during final render)
7598 r_bloomstate.screentexcoord2f[0] = 0;
7599 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7600 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7601 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7602 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7603 r_bloomstate.screentexcoord2f[5] = 0;
7604 r_bloomstate.screentexcoord2f[6] = 0;
7605 r_bloomstate.screentexcoord2f[7] = 0;
7607 // set up a texcoord array for the reduced resolution bloom image
7608 // (which will be additive blended over the screen image)
7609 r_bloomstate.bloomtexcoord2f[0] = 0;
7610 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7611 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7612 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7613 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7614 r_bloomstate.bloomtexcoord2f[5] = 0;
7615 r_bloomstate.bloomtexcoord2f[6] = 0;
7616 r_bloomstate.bloomtexcoord2f[7] = 0;
7618 if (r_hdr.integer || r_bloom.integer)
7620 r_bloomstate.enabled = true;
7621 r_bloomstate.hdr = r_hdr.integer != 0;
7624 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);
7627 void R_Bloom_CopyBloomTexture(float colorscale)
7629 r_refdef.stats.bloom++;
7631 // scale down screen texture to the bloom texture size
7633 R_SetViewport(&r_bloomstate.viewport);
7634 GL_BlendFunc(GL_ONE, GL_ZERO);
7635 GL_Color(colorscale, colorscale, colorscale, 1);
7636 // TODO: optimize with multitexture or GLSL
7637 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7638 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7639 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7640 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7642 // we now have a bloom image in the framebuffer
7643 // copy it into the bloom image texture for later processing
7644 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);
7645 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7648 void R_Bloom_CopyHDRTexture(void)
7650 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);
7651 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7654 void R_Bloom_MakeTexture(void)
7657 float xoffset, yoffset, r, brighten;
7659 r_refdef.stats.bloom++;
7661 R_ResetViewRendering2D();
7662 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7663 R_Mesh_ColorPointer(NULL, 0, 0);
7665 // we have a bloom image in the framebuffer
7667 R_SetViewport(&r_bloomstate.viewport);
7669 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7672 r = bound(0, r_bloom_colorexponent.value / x, 1);
7673 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7674 GL_Color(r, r, r, 1);
7675 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7676 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7677 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7678 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7680 // copy the vertically blurred bloom view to a texture
7681 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);
7682 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7685 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7686 brighten = r_bloom_brighten.value;
7688 brighten *= r_hdr_range.value;
7689 brighten = sqrt(brighten);
7691 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7692 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7693 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7695 for (dir = 0;dir < 2;dir++)
7697 // blend on at multiple vertical offsets to achieve a vertical blur
7698 // TODO: do offset blends using GLSL
7699 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7700 GL_BlendFunc(GL_ONE, GL_ZERO);
7701 for (x = -range;x <= range;x++)
7703 if (!dir){xoffset = 0;yoffset = x;}
7704 else {xoffset = x;yoffset = 0;}
7705 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7706 yoffset /= (float)r_bloomstate.bloomtextureheight;
7707 // compute a texcoord array with the specified x and y offset
7708 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7709 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7710 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7711 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7712 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7713 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7714 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7715 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7716 // this r value looks like a 'dot' particle, fading sharply to
7717 // black at the edges
7718 // (probably not realistic but looks good enough)
7719 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7720 //r = brighten/(range*2+1);
7721 r = brighten / (range * 2 + 1);
7723 r *= (1 - x*x/(float)(range*range));
7724 GL_Color(r, r, r, 1);
7725 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7726 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7727 GL_BlendFunc(GL_ONE, GL_ONE);
7730 // copy the vertically blurred bloom view to a texture
7731 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);
7732 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7735 // apply subtract last
7736 // (just like it would be in a GLSL shader)
7737 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7739 GL_BlendFunc(GL_ONE, GL_ZERO);
7740 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7741 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7742 GL_Color(1, 1, 1, 1);
7743 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7744 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7746 GL_BlendFunc(GL_ONE, GL_ONE);
7747 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7748 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7749 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7750 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7751 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7752 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7753 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7755 // copy the darkened bloom view to a texture
7756 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);
7757 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7761 void R_HDR_RenderBloomTexture(void)
7763 int oldwidth, oldheight;
7764 float oldcolorscale;
7766 oldcolorscale = r_refdef.view.colorscale;
7767 oldwidth = r_refdef.view.width;
7768 oldheight = r_refdef.view.height;
7769 r_refdef.view.width = r_bloomstate.bloomwidth;
7770 r_refdef.view.height = r_bloomstate.bloomheight;
7772 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7773 // TODO: add exposure compensation features
7774 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7776 r_refdef.view.showdebug = false;
7777 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7779 R_ResetViewRendering3D();
7781 R_ClearScreen(r_refdef.fogenabled);
7782 if (r_timereport_active)
7783 R_TimeReport("HDRclear");
7786 if (r_timereport_active)
7787 R_TimeReport("visibility");
7789 // only do secondary renders with HDR if r_hdr is 2 or higher
7790 r_waterstate.numwaterplanes = 0;
7791 if (r_waterstate.enabled && r_hdr.integer >= 2)
7792 R_RenderWaterPlanes();
7794 r_refdef.view.showdebug = true;
7796 r_waterstate.numwaterplanes = 0;
7798 R_ResetViewRendering2D();
7800 R_Bloom_CopyHDRTexture();
7801 R_Bloom_MakeTexture();
7803 // restore the view settings
7804 r_refdef.view.width = oldwidth;
7805 r_refdef.view.height = oldheight;
7806 r_refdef.view.colorscale = oldcolorscale;
7808 R_ResetViewRendering3D();
7810 R_ClearScreen(r_refdef.fogenabled);
7811 if (r_timereport_active)
7812 R_TimeReport("viewclear");
7815 static void R_BlendView(void)
7817 unsigned int permutation;
7818 float uservecs[4][4];
7820 switch (vid.renderpath)
7822 case RENDERPATH_GL20:
7823 case RENDERPATH_CGGL:
7825 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7826 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7827 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7828 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7829 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7831 if (r_bloomstate.texture_screen)
7833 // make sure the buffer is available
7834 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7836 R_ResetViewRendering2D();
7837 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7838 R_Mesh_ColorPointer(NULL, 0, 0);
7840 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7842 // declare variables
7844 static float avgspeed;
7846 speed = VectorLength(cl.movement_velocity);
7848 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7849 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7851 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7852 speed = bound(0, speed, 1);
7853 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7855 // calculate values into a standard alpha
7856 cl.motionbluralpha = 1 - exp(-
7858 (r_motionblur.value * speed / 80)
7860 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7863 max(0.0001, cl.time - cl.oldtime) // fps independent
7866 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7867 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7869 if (cl.motionbluralpha > 0)
7871 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7872 GL_Color(1, 1, 1, cl.motionbluralpha);
7873 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7874 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7875 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7876 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7880 // copy view into the screen texture
7881 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);
7882 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7884 else if (!r_bloomstate.texture_bloom)
7886 // we may still have to do view tint...
7887 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7889 // apply a color tint to the whole view
7890 R_ResetViewRendering2D();
7891 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7892 R_Mesh_ColorPointer(NULL, 0, 0);
7893 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7894 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7895 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7896 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7898 break; // no screen processing, no bloom, skip it
7901 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7903 // render simple bloom effect
7904 // copy the screen and shrink it and darken it for the bloom process
7905 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7906 // make the bloom texture
7907 R_Bloom_MakeTexture();
7910 #if _MSC_VER >= 1400
7911 #define sscanf sscanf_s
7913 memset(uservecs, 0, sizeof(uservecs));
7914 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7915 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7916 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7917 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7919 R_ResetViewRendering2D();
7920 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7921 R_Mesh_ColorPointer(NULL, 0, 0);
7922 GL_Color(1, 1, 1, 1);
7923 GL_BlendFunc(GL_ONE, GL_ZERO);
7924 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7925 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7927 switch(vid.renderpath)
7929 case RENDERPATH_GL20:
7930 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7931 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7932 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7933 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7934 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]);
7935 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7936 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]);
7937 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]);
7938 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]);
7939 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]);
7940 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7941 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7943 case RENDERPATH_CGGL:
7945 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7946 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7947 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7948 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7949 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
7950 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7951 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
7952 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
7953 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
7954 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
7955 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7956 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7962 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7963 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7965 case RENDERPATH_GL13:
7966 case RENDERPATH_GL11:
7967 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7969 // apply a color tint to the whole view
7970 R_ResetViewRendering2D();
7971 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7972 R_Mesh_ColorPointer(NULL, 0, 0);
7973 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7974 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7975 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7976 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7982 matrix4x4_t r_waterscrollmatrix;
7984 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7986 if (r_refdef.fog_density)
7988 r_refdef.fogcolor[0] = r_refdef.fog_red;
7989 r_refdef.fogcolor[1] = r_refdef.fog_green;
7990 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7992 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7993 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7994 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7995 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7999 VectorCopy(r_refdef.fogcolor, fogvec);
8000 // color.rgb *= ContrastBoost * SceneBrightness;
8001 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8002 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8003 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8004 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8009 void R_UpdateVariables(void)
8013 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8015 r_refdef.farclip = r_farclip_base.value;
8016 if (r_refdef.scene.worldmodel)
8017 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8018 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8020 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8021 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8022 r_refdef.polygonfactor = 0;
8023 r_refdef.polygonoffset = 0;
8024 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8025 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8027 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8028 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8029 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8030 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8031 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8032 if (r_showsurfaces.integer)
8034 r_refdef.scene.rtworld = false;
8035 r_refdef.scene.rtworldshadows = false;
8036 r_refdef.scene.rtdlight = false;
8037 r_refdef.scene.rtdlightshadows = false;
8038 r_refdef.lightmapintensity = 0;
8041 if (gamemode == GAME_NEHAHRA)
8043 if (gl_fogenable.integer)
8045 r_refdef.oldgl_fogenable = true;
8046 r_refdef.fog_density = gl_fogdensity.value;
8047 r_refdef.fog_red = gl_fogred.value;
8048 r_refdef.fog_green = gl_foggreen.value;
8049 r_refdef.fog_blue = gl_fogblue.value;
8050 r_refdef.fog_alpha = 1;
8051 r_refdef.fog_start = 0;
8052 r_refdef.fog_end = gl_skyclip.value;
8053 r_refdef.fog_height = 1<<30;
8054 r_refdef.fog_fadedepth = 128;
8056 else if (r_refdef.oldgl_fogenable)
8058 r_refdef.oldgl_fogenable = false;
8059 r_refdef.fog_density = 0;
8060 r_refdef.fog_red = 0;
8061 r_refdef.fog_green = 0;
8062 r_refdef.fog_blue = 0;
8063 r_refdef.fog_alpha = 0;
8064 r_refdef.fog_start = 0;
8065 r_refdef.fog_end = 0;
8066 r_refdef.fog_height = 1<<30;
8067 r_refdef.fog_fadedepth = 128;
8071 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8072 r_refdef.fog_start = max(0, r_refdef.fog_start);
8073 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8075 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8077 if (r_refdef.fog_density && r_drawfog.integer)
8079 r_refdef.fogenabled = true;
8080 // this is the point where the fog reaches 0.9986 alpha, which we
8081 // consider a good enough cutoff point for the texture
8082 // (0.9986 * 256 == 255.6)
8083 if (r_fog_exp2.integer)
8084 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8086 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8087 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8088 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8089 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8090 // fog color was already set
8091 // update the fog texture
8092 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)
8093 R_BuildFogTexture();
8096 r_refdef.fogenabled = false;
8098 switch(vid.renderpath)
8100 case RENDERPATH_GL20:
8101 case RENDERPATH_CGGL:
8102 if(v_glslgamma.integer && !vid_gammatables_trivial)
8104 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8106 // build GLSL gamma texture
8107 #define RAMPWIDTH 256
8108 unsigned short ramp[RAMPWIDTH * 3];
8109 unsigned char rampbgr[RAMPWIDTH][4];
8112 r_texture_gammaramps_serial = vid_gammatables_serial;
8114 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8115 for(i = 0; i < RAMPWIDTH; ++i)
8117 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8118 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8119 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8122 if (r_texture_gammaramps)
8124 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8128 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8134 // remove GLSL gamma texture
8137 case RENDERPATH_GL13:
8138 case RENDERPATH_GL11:
8143 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8144 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8150 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8151 if( scenetype != r_currentscenetype ) {
8152 // store the old scenetype
8153 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8154 r_currentscenetype = scenetype;
8155 // move in the new scene
8156 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8165 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8167 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8168 if( scenetype == r_currentscenetype ) {
8169 return &r_refdef.scene;
8171 return &r_scenes_store[ scenetype ];
8180 void R_RenderView(void)
8182 if (r_timereport_active)
8183 R_TimeReport("start");
8184 r_textureframe++; // used only by R_GetCurrentTexture
8185 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8187 if (!r_drawentities.integer)
8188 r_refdef.scene.numentities = 0;
8190 R_AnimCache_ClearCache();
8191 R_FrameData_NewFrame();
8193 if (r_refdef.view.isoverlay)
8195 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8196 GL_Clear( GL_DEPTH_BUFFER_BIT );
8197 R_TimeReport("depthclear");
8199 r_refdef.view.showdebug = false;
8201 r_waterstate.enabled = false;
8202 r_waterstate.numwaterplanes = 0;
8210 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8211 return; //Host_Error ("R_RenderView: NULL worldmodel");
8213 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8215 // break apart the view matrix into vectors for various purposes
8216 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8217 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8218 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8219 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8220 // make an inverted copy of the view matrix for tracking sprites
8221 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8223 R_Shadow_UpdateWorldLightSelection();
8225 R_Bloom_StartFrame();
8226 R_Water_StartFrame();
8229 if (r_timereport_active)
8230 R_TimeReport("viewsetup");
8232 R_ResetViewRendering3D();
8234 if (r_refdef.view.clear || r_refdef.fogenabled)
8236 R_ClearScreen(r_refdef.fogenabled);
8237 if (r_timereport_active)
8238 R_TimeReport("viewclear");
8240 r_refdef.view.clear = true;
8242 // this produces a bloom texture to be used in R_BlendView() later
8243 if (r_hdr.integer && r_bloomstate.bloomwidth)
8245 R_HDR_RenderBloomTexture();
8246 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8247 r_textureframe++; // used only by R_GetCurrentTexture
8250 r_refdef.view.showdebug = true;
8253 if (r_timereport_active)
8254 R_TimeReport("visibility");
8256 r_waterstate.numwaterplanes = 0;
8257 if (r_waterstate.enabled)
8258 R_RenderWaterPlanes();
8261 r_waterstate.numwaterplanes = 0;
8264 if (r_timereport_active)
8265 R_TimeReport("blendview");
8267 GL_Scissor(0, 0, vid.width, vid.height);
8268 GL_ScissorTest(false);
8272 void R_RenderWaterPlanes(void)
8274 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8276 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8277 if (r_timereport_active)
8278 R_TimeReport("waterworld");
8281 // don't let sound skip if going slow
8282 if (r_refdef.scene.extraupdate)
8285 R_DrawModelsAddWaterPlanes();
8286 if (r_timereport_active)
8287 R_TimeReport("watermodels");
8289 if (r_waterstate.numwaterplanes)
8291 R_Water_ProcessPlanes();
8292 if (r_timereport_active)
8293 R_TimeReport("waterscenes");
8297 extern void R_DrawLightningBeams (void);
8298 extern void VM_CL_AddPolygonsToMeshQueue (void);
8299 extern void R_DrawPortals (void);
8300 extern cvar_t cl_locs_show;
8301 static void R_DrawLocs(void);
8302 static void R_DrawEntityBBoxes(void);
8303 static void R_DrawModelDecals(void);
8304 extern void R_DrawModelShadows(void);
8305 extern void R_DrawModelShadowMaps(void);
8306 extern cvar_t cl_decals_newsystem;
8307 extern qboolean r_shadow_usingdeferredprepass;
8308 void R_RenderScene(void)
8310 qboolean shadowmapping = false;
8312 r_refdef.stats.renders++;
8316 // don't let sound skip if going slow
8317 if (r_refdef.scene.extraupdate)
8320 R_MeshQueue_BeginScene();
8324 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);
8326 if (cl.csqc_vidvars.drawworld)
8328 // don't let sound skip if going slow
8329 if (r_refdef.scene.extraupdate)
8332 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8334 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8335 if (r_timereport_active)
8336 R_TimeReport("worldsky");
8339 if (R_DrawBrushModelsSky() && r_timereport_active)
8340 R_TimeReport("bmodelsky");
8342 if (skyrendermasked && skyrenderlater)
8344 // we have to force off the water clipping plane while rendering sky
8348 if (r_timereport_active)
8349 R_TimeReport("sky");
8353 R_AnimCache_CacheVisibleEntities();
8354 if (r_timereport_active)
8355 R_TimeReport("animation");
8357 R_Shadow_PrepareLights();
8358 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8359 R_Shadow_PrepareModelShadows();
8360 if (r_timereport_active)
8361 R_TimeReport("preparelights");
8363 if (R_Shadow_ShadowMappingEnabled())
8364 shadowmapping = true;
8366 if (r_shadow_usingdeferredprepass)
8367 R_Shadow_DrawPrepass();
8369 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8371 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8372 if (r_timereport_active)
8373 R_TimeReport("worlddepth");
8375 if (r_depthfirst.integer >= 2)
8377 R_DrawModelsDepth();
8378 if (r_timereport_active)
8379 R_TimeReport("modeldepth");
8382 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8384 R_DrawModelShadowMaps();
8385 R_ResetViewRendering3D();
8386 // don't let sound skip if going slow
8387 if (r_refdef.scene.extraupdate)
8391 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8393 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8394 if (r_timereport_active)
8395 R_TimeReport("world");
8398 // don't let sound skip if going slow
8399 if (r_refdef.scene.extraupdate)
8403 if (r_timereport_active)
8404 R_TimeReport("models");
8406 // don't let sound skip if going slow
8407 if (r_refdef.scene.extraupdate)
8410 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8412 R_DrawModelShadows();
8413 R_ResetViewRendering3D();
8414 // don't let sound skip if going slow
8415 if (r_refdef.scene.extraupdate)
8419 if (!r_shadow_usingdeferredprepass)
8421 R_Shadow_DrawLights();
8422 if (r_timereport_active)
8423 R_TimeReport("rtlights");
8426 // don't let sound skip if going slow
8427 if (r_refdef.scene.extraupdate)
8430 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8432 R_DrawModelShadows();
8433 R_ResetViewRendering3D();
8434 // don't let sound skip if going slow
8435 if (r_refdef.scene.extraupdate)
8439 if (cl.csqc_vidvars.drawworld)
8441 if (cl_decals_newsystem.integer)
8443 R_DrawModelDecals();
8444 if (r_timereport_active)
8445 R_TimeReport("modeldecals");
8450 if (r_timereport_active)
8451 R_TimeReport("decals");
8455 if (r_timereport_active)
8456 R_TimeReport("particles");
8459 if (r_timereport_active)
8460 R_TimeReport("explosions");
8462 R_DrawLightningBeams();
8463 if (r_timereport_active)
8464 R_TimeReport("lightning");
8467 VM_CL_AddPolygonsToMeshQueue();
8469 if (r_refdef.view.showdebug)
8471 if (cl_locs_show.integer)
8474 if (r_timereport_active)
8475 R_TimeReport("showlocs");
8478 if (r_drawportals.integer)
8481 if (r_timereport_active)
8482 R_TimeReport("portals");
8485 if (r_showbboxes.value > 0)
8487 R_DrawEntityBBoxes();
8488 if (r_timereport_active)
8489 R_TimeReport("bboxes");
8493 R_MeshQueue_RenderTransparent();
8494 if (r_timereport_active)
8495 R_TimeReport("drawtrans");
8497 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))
8499 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8500 if (r_timereport_active)
8501 R_TimeReport("worlddebug");
8502 R_DrawModelsDebug();
8503 if (r_timereport_active)
8504 R_TimeReport("modeldebug");
8507 if (cl.csqc_vidvars.drawworld)
8509 R_Shadow_DrawCoronas();
8510 if (r_timereport_active)
8511 R_TimeReport("coronas");
8514 // don't let sound skip if going slow
8515 if (r_refdef.scene.extraupdate)
8518 R_ResetViewRendering2D();
8521 static const unsigned short bboxelements[36] =
8531 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8534 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8536 RSurf_ActiveWorldEntity();
8538 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8539 GL_DepthMask(false);
8540 GL_DepthRange(0, 1);
8541 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8542 R_Mesh_ResetTextureState();
8544 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8545 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8546 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8547 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8548 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8549 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8550 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8551 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8552 R_FillColors(color4f, 8, cr, cg, cb, ca);
8553 if (r_refdef.fogenabled)
8555 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8557 f1 = RSurf_FogVertex(v);
8559 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8560 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8561 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8564 R_Mesh_VertexPointer(vertex3f, 0, 0);
8565 R_Mesh_ColorPointer(color4f, 0, 0);
8566 R_Mesh_ResetTextureState();
8567 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8568 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8571 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8575 prvm_edict_t *edict;
8576 prvm_prog_t *prog_save = prog;
8578 // this function draws bounding boxes of server entities
8582 GL_CullFace(GL_NONE);
8583 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8587 for (i = 0;i < numsurfaces;i++)
8589 edict = PRVM_EDICT_NUM(surfacelist[i]);
8590 switch ((int)edict->fields.server->solid)
8592 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8593 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8594 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8595 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8596 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8597 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8599 color[3] *= r_showbboxes.value;
8600 color[3] = bound(0, color[3], 1);
8601 GL_DepthTest(!r_showdisabledepthtest.integer);
8602 GL_CullFace(r_refdef.view.cullface_front);
8603 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8609 static void R_DrawEntityBBoxes(void)
8612 prvm_edict_t *edict;
8614 prvm_prog_t *prog_save = prog;
8616 // this function draws bounding boxes of server entities
8622 for (i = 0;i < prog->num_edicts;i++)
8624 edict = PRVM_EDICT_NUM(i);
8625 if (edict->priv.server->free)
8627 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8628 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8630 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8632 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8633 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8639 static const int nomodelelement3i[24] =
8651 static const unsigned short nomodelelement3s[24] =
8663 static const float nomodelvertex3f[6*3] =
8673 static const float nomodelcolor4f[6*4] =
8675 0.0f, 0.0f, 0.5f, 1.0f,
8676 0.0f, 0.0f, 0.5f, 1.0f,
8677 0.0f, 0.5f, 0.0f, 1.0f,
8678 0.0f, 0.5f, 0.0f, 1.0f,
8679 0.5f, 0.0f, 0.0f, 1.0f,
8680 0.5f, 0.0f, 0.0f, 1.0f
8683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8689 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);
8691 // this is only called once per entity so numsurfaces is always 1, and
8692 // surfacelist is always {0}, so this code does not handle batches
8694 if (rsurface.ent_flags & RENDER_ADDITIVE)
8696 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8697 GL_DepthMask(false);
8699 else if (rsurface.colormod[3] < 1)
8701 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702 GL_DepthMask(false);
8706 GL_BlendFunc(GL_ONE, GL_ZERO);
8709 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8710 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8711 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8712 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8713 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8714 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8715 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8716 R_Mesh_ColorPointer(color4f, 0, 0);
8717 for (i = 0, c = color4f;i < 6;i++, c += 4)
8719 c[0] *= rsurface.colormod[0];
8720 c[1] *= rsurface.colormod[1];
8721 c[2] *= rsurface.colormod[2];
8722 c[3] *= rsurface.colormod[3];
8724 if (r_refdef.fogenabled)
8726 for (i = 0, c = color4f;i < 6;i++, c += 4)
8728 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8730 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8731 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8732 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8735 R_Mesh_ResetTextureState();
8736 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8739 void R_DrawNoModel(entity_render_t *ent)
8742 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8743 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8744 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8746 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8749 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8751 vec3_t right1, right2, diff, normal;
8753 VectorSubtract (org2, org1, normal);
8755 // calculate 'right' vector for start
8756 VectorSubtract (r_refdef.view.origin, org1, diff);
8757 CrossProduct (normal, diff, right1);
8758 VectorNormalize (right1);
8760 // calculate 'right' vector for end
8761 VectorSubtract (r_refdef.view.origin, org2, diff);
8762 CrossProduct (normal, diff, right2);
8763 VectorNormalize (right2);
8765 vert[ 0] = org1[0] + width * right1[0];
8766 vert[ 1] = org1[1] + width * right1[1];
8767 vert[ 2] = org1[2] + width * right1[2];
8768 vert[ 3] = org1[0] - width * right1[0];
8769 vert[ 4] = org1[1] - width * right1[1];
8770 vert[ 5] = org1[2] - width * right1[2];
8771 vert[ 6] = org2[0] - width * right2[0];
8772 vert[ 7] = org2[1] - width * right2[1];
8773 vert[ 8] = org2[2] - width * right2[2];
8774 vert[ 9] = org2[0] + width * right2[0];
8775 vert[10] = org2[1] + width * right2[1];
8776 vert[11] = org2[2] + width * right2[2];
8779 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)
8781 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8782 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8783 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8784 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8785 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8786 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8787 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8788 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8789 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8790 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8791 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8792 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8795 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8800 VectorSet(v, x, y, z);
8801 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8802 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8804 if (i == mesh->numvertices)
8806 if (mesh->numvertices < mesh->maxvertices)
8808 VectorCopy(v, vertex3f);
8809 mesh->numvertices++;
8811 return mesh->numvertices;
8817 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8821 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8823 e = mesh->element3i + mesh->numtriangles * 3;
8824 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8826 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8827 if (mesh->numtriangles < mesh->maxtriangles)
8832 mesh->numtriangles++;
8834 element[1] = element[2];
8838 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8842 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8844 e = mesh->element3i + mesh->numtriangles * 3;
8845 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8847 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8848 if (mesh->numtriangles < mesh->maxtriangles)
8853 mesh->numtriangles++;
8855 element[1] = element[2];
8859 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8860 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8862 int planenum, planenum2;
8865 mplane_t *plane, *plane2;
8867 double temppoints[2][256*3];
8868 // figure out how large a bounding box we need to properly compute this brush
8870 for (w = 0;w < numplanes;w++)
8871 maxdist = max(maxdist, fabs(planes[w].dist));
8872 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8873 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8874 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8878 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8879 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8881 if (planenum2 == planenum)
8883 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);
8886 if (tempnumpoints < 3)
8888 // generate elements forming a triangle fan for this polygon
8889 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8893 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)
8895 texturelayer_t *layer;
8896 layer = t->currentlayers + t->currentnumlayers++;
8898 layer->depthmask = depthmask;
8899 layer->blendfunc1 = blendfunc1;
8900 layer->blendfunc2 = blendfunc2;
8901 layer->texture = texture;
8902 layer->texmatrix = *matrix;
8903 layer->color[0] = r;
8904 layer->color[1] = g;
8905 layer->color[2] = b;
8906 layer->color[3] = a;
8909 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8912 index = parms[2] + r_refdef.scene.time * parms[3];
8913 index -= floor(index);
8917 case Q3WAVEFUNC_NONE:
8918 case Q3WAVEFUNC_NOISE:
8919 case Q3WAVEFUNC_COUNT:
8922 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8923 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8924 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8925 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8926 case Q3WAVEFUNC_TRIANGLE:
8928 f = index - floor(index);
8939 return (float)(parms[0] + parms[1] * f);
8942 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8947 matrix4x4_t matrix, temp;
8948 switch(tcmod->tcmod)
8952 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8953 matrix = r_waterscrollmatrix;
8955 matrix = identitymatrix;
8957 case Q3TCMOD_ENTITYTRANSLATE:
8958 // this is used in Q3 to allow the gamecode to control texcoord
8959 // scrolling on the entity, which is not supported in darkplaces yet.
8960 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8962 case Q3TCMOD_ROTATE:
8963 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8964 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8965 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8968 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8970 case Q3TCMOD_SCROLL:
8971 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8973 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8974 w = (int) tcmod->parms[0];
8975 h = (int) tcmod->parms[1];
8976 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8978 idx = (int) floor(f * w * h);
8979 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8981 case Q3TCMOD_STRETCH:
8982 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8983 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8985 case Q3TCMOD_TRANSFORM:
8986 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8987 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8988 VectorSet(tcmat + 6, 0 , 0 , 1);
8989 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8990 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8992 case Q3TCMOD_TURBULENT:
8993 // this is handled in the RSurf_PrepareVertices function
8994 matrix = identitymatrix;
8998 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9001 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9003 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9004 char name[MAX_QPATH];
9005 skinframe_t *skinframe;
9006 unsigned char pixels[296*194];
9007 strlcpy(cache->name, skinname, sizeof(cache->name));
9008 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9009 if (developer_loading.integer)
9010 Con_Printf("loading %s\n", name);
9011 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9012 if (!skinframe || !skinframe->base)
9015 fs_offset_t filesize;
9017 f = FS_LoadFile(name, tempmempool, true, &filesize);
9020 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9021 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9025 cache->skinframe = skinframe;
9028 texture_t *R_GetCurrentTexture(texture_t *t)
9031 const entity_render_t *ent = rsurface.entity;
9032 dp_model_t *model = ent->model;
9033 q3shaderinfo_layer_tcmod_t *tcmod;
9035 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9036 return t->currentframe;
9037 t->update_lastrenderframe = r_textureframe;
9038 t->update_lastrenderentity = (void *)ent;
9040 // switch to an alternate material if this is a q1bsp animated material
9042 texture_t *texture = t;
9043 int s = rsurface.ent_skinnum;
9044 if ((unsigned int)s >= (unsigned int)model->numskins)
9046 if (model->skinscenes)
9048 if (model->skinscenes[s].framecount > 1)
9049 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9051 s = model->skinscenes[s].firstframe;
9054 t = t + s * model->num_surfaces;
9057 // use an alternate animation if the entity's frame is not 0,
9058 // and only if the texture has an alternate animation
9059 if (rsurface.ent_alttextures && t->anim_total[1])
9060 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9062 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9064 texture->currentframe = t;
9067 // update currentskinframe to be a qw skin or animation frame
9068 if (rsurface.ent_qwskin >= 0)
9070 i = rsurface.ent_qwskin;
9071 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9073 r_qwskincache_size = cl.maxclients;
9075 Mem_Free(r_qwskincache);
9076 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9078 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9079 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9080 t->currentskinframe = r_qwskincache[i].skinframe;
9081 if (t->currentskinframe == NULL)
9082 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9084 else if (t->numskinframes >= 2)
9085 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9086 if (t->backgroundnumskinframes >= 2)
9087 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9089 t->currentmaterialflags = t->basematerialflags;
9090 t->currentalpha = rsurface.colormod[3];
9091 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9092 t->currentalpha *= r_wateralpha.value;
9093 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9094 t->currentalpha *= t->r_water_wateralpha;
9095 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9096 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9097 if (!(rsurface.ent_flags & RENDER_LIGHT))
9098 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9099 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9101 // pick a model lighting mode
9102 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9103 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9105 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9107 if (rsurface.ent_flags & RENDER_ADDITIVE)
9108 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9109 else if (t->currentalpha < 1)
9110 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9111 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9112 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9113 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9114 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9115 if (t->backgroundnumskinframes)
9116 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9117 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9119 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9120 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9123 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9124 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9125 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9127 // there is no tcmod
9128 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9130 t->currenttexmatrix = r_waterscrollmatrix;
9131 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9133 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9135 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9136 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9139 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9140 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9141 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9142 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9144 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9145 if (t->currentskinframe->qpixels)
9146 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9147 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9148 if (!t->basetexture)
9149 t->basetexture = r_texture_notexture;
9150 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9151 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9152 t->nmaptexture = t->currentskinframe->nmap;
9153 if (!t->nmaptexture)
9154 t->nmaptexture = r_texture_blanknormalmap;
9155 t->glosstexture = r_texture_black;
9156 t->glowtexture = t->currentskinframe->glow;
9157 t->fogtexture = t->currentskinframe->fog;
9158 t->reflectmasktexture = t->currentskinframe->reflect;
9159 if (t->backgroundnumskinframes)
9161 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9162 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9163 t->backgroundglosstexture = r_texture_black;
9164 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9165 if (!t->backgroundnmaptexture)
9166 t->backgroundnmaptexture = r_texture_blanknormalmap;
9170 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9171 t->backgroundnmaptexture = r_texture_blanknormalmap;
9172 t->backgroundglosstexture = r_texture_black;
9173 t->backgroundglowtexture = NULL;
9175 t->specularpower = r_shadow_glossexponent.value;
9176 // TODO: store reference values for these in the texture?
9177 t->specularscale = 0;
9178 if (r_shadow_gloss.integer > 0)
9180 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9182 if (r_shadow_glossintensity.value > 0)
9184 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9185 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9186 t->specularscale = r_shadow_glossintensity.value;
9189 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9191 t->glosstexture = r_texture_white;
9192 t->backgroundglosstexture = r_texture_white;
9193 t->specularscale = r_shadow_gloss2intensity.value;
9194 t->specularpower = r_shadow_gloss2exponent.value;
9197 t->specularscale *= t->specularscalemod;
9198 t->specularpower *= t->specularpowermod;
9200 // lightmaps mode looks bad with dlights using actual texturing, so turn
9201 // off the colormap and glossmap, but leave the normalmap on as it still
9202 // accurately represents the shading involved
9203 if (gl_lightmaps.integer)
9205 t->basetexture = r_texture_grey128;
9206 t->pantstexture = r_texture_black;
9207 t->shirttexture = r_texture_black;
9208 t->nmaptexture = r_texture_blanknormalmap;
9209 t->glosstexture = r_texture_black;
9210 t->glowtexture = NULL;
9211 t->fogtexture = NULL;
9212 t->reflectmasktexture = NULL;
9213 t->backgroundbasetexture = NULL;
9214 t->backgroundnmaptexture = r_texture_blanknormalmap;
9215 t->backgroundglosstexture = r_texture_black;
9216 t->backgroundglowtexture = NULL;
9217 t->specularscale = 0;
9218 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9221 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9222 VectorClear(t->dlightcolor);
9223 t->currentnumlayers = 0;
9224 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9226 int blendfunc1, blendfunc2;
9228 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9230 blendfunc1 = GL_SRC_ALPHA;
9231 blendfunc2 = GL_ONE;
9233 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9235 blendfunc1 = GL_SRC_ALPHA;
9236 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9238 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9240 blendfunc1 = t->customblendfunc[0];
9241 blendfunc2 = t->customblendfunc[1];
9245 blendfunc1 = GL_ONE;
9246 blendfunc2 = GL_ZERO;
9248 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9249 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9251 // fullbright is not affected by r_refdef.lightmapintensity
9252 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]);
9253 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9254 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]);
9255 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9256 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]);
9260 vec3_t ambientcolor;
9262 // set the color tint used for lights affecting this surface
9263 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9265 // q3bsp has no lightmap updates, so the lightstylevalue that
9266 // would normally be baked into the lightmap must be
9267 // applied to the color
9268 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9269 if (model->type == mod_brushq3)
9270 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9271 colorscale *= r_refdef.lightmapintensity;
9272 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9273 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9274 // basic lit geometry
9275 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]);
9276 // add pants/shirt if needed
9277 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9278 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]);
9279 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9280 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]);
9281 // now add ambient passes if needed
9282 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9284 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]);
9285 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9286 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]);
9287 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9288 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]);
9291 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9292 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]);
9293 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9295 // if this is opaque use alpha blend which will darken the earlier
9298 // if this is an alpha blended material, all the earlier passes
9299 // were darkened by fog already, so we only need to add the fog
9300 // color ontop through the fog mask texture
9302 // if this is an additive blended material, all the earlier passes
9303 // were darkened by fog already, and we should not add fog color
9304 // (because the background was not darkened, there is no fog color
9305 // that was lost behind it).
9306 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]);
9310 return t->currentframe;
9313 rsurfacestate_t rsurface;
9315 void R_Mesh_ResizeArrays(int newvertices)
9318 if (rsurface.array_size >= newvertices)
9320 if (rsurface.array_modelvertex3f)
9321 Mem_Free(rsurface.array_modelvertex3f);
9322 rsurface.array_size = (newvertices + 1023) & ~1023;
9323 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9324 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9325 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9326 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9327 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9328 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9329 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9330 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9331 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9332 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9333 rsurface.array_color4f = base + rsurface.array_size * 27;
9334 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9337 void RSurf_ActiveWorldEntity(void)
9339 dp_model_t *model = r_refdef.scene.worldmodel;
9340 //if (rsurface.entity == r_refdef.scene.worldentity)
9342 rsurface.entity = r_refdef.scene.worldentity;
9343 rsurface.skeleton = NULL;
9344 rsurface.ent_skinnum = 0;
9345 rsurface.ent_qwskin = -1;
9346 rsurface.ent_shadertime = 0;
9347 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9348 if (rsurface.array_size < model->surfmesh.num_vertices)
9349 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9350 rsurface.matrix = identitymatrix;
9351 rsurface.inversematrix = identitymatrix;
9352 rsurface.matrixscale = 1;
9353 rsurface.inversematrixscale = 1;
9354 R_EntityMatrix(&identitymatrix);
9355 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9356 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9357 rsurface.fograngerecip = r_refdef.fograngerecip;
9358 rsurface.fogheightfade = r_refdef.fogheightfade;
9359 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9360 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9361 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9362 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9363 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9364 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9365 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9366 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9367 rsurface.colormod[3] = 1;
9368 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);
9369 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9370 rsurface.frameblend[0].lerp = 1;
9371 rsurface.ent_alttextures = false;
9372 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9373 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9374 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9375 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9376 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9377 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9378 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9379 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9380 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9381 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9382 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9383 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9384 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9385 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9386 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9387 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9388 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9389 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9390 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9391 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9392 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9393 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9394 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9395 rsurface.modelelement3i = model->surfmesh.data_element3i;
9396 rsurface.modelelement3s = model->surfmesh.data_element3s;
9397 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9398 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9399 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9400 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9401 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9402 rsurface.modelsurfaces = model->data_surfaces;
9403 rsurface.generatedvertex = false;
9404 rsurface.vertex3f = rsurface.modelvertex3f;
9405 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9406 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9407 rsurface.svector3f = rsurface.modelsvector3f;
9408 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9409 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9410 rsurface.tvector3f = rsurface.modeltvector3f;
9411 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9412 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9413 rsurface.normal3f = rsurface.modelnormal3f;
9414 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9415 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9416 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9419 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9421 dp_model_t *model = ent->model;
9422 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9424 rsurface.entity = (entity_render_t *)ent;
9425 rsurface.skeleton = ent->skeleton;
9426 rsurface.ent_skinnum = ent->skinnum;
9427 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;
9428 rsurface.ent_shadertime = ent->shadertime;
9429 rsurface.ent_flags = ent->flags;
9430 if (rsurface.array_size < model->surfmesh.num_vertices)
9431 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9432 rsurface.matrix = ent->matrix;
9433 rsurface.inversematrix = ent->inversematrix;
9434 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9435 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9436 R_EntityMatrix(&rsurface.matrix);
9437 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9438 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9439 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9440 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9441 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9442 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9443 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9444 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9445 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9446 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9447 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9448 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9449 rsurface.colormod[3] = ent->alpha;
9450 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9451 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9452 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9453 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9454 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9455 if (ent->model->brush.submodel && !prepass)
9457 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9458 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9460 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9462 if (ent->animcache_vertex3f && !r_framedata_failed)
9464 rsurface.modelvertex3f = ent->animcache_vertex3f;
9465 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9466 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9467 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9469 else if (wanttangents)
9471 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9472 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9473 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9474 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9475 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9477 else if (wantnormals)
9479 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9480 rsurface.modelsvector3f = NULL;
9481 rsurface.modeltvector3f = NULL;
9482 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9483 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9487 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9488 rsurface.modelsvector3f = NULL;
9489 rsurface.modeltvector3f = NULL;
9490 rsurface.modelnormal3f = NULL;
9491 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9493 rsurface.modelvertex3f_bufferobject = 0;
9494 rsurface.modelvertex3f_bufferoffset = 0;
9495 rsurface.modelsvector3f_bufferobject = 0;
9496 rsurface.modelsvector3f_bufferoffset = 0;
9497 rsurface.modeltvector3f_bufferobject = 0;
9498 rsurface.modeltvector3f_bufferoffset = 0;
9499 rsurface.modelnormal3f_bufferobject = 0;
9500 rsurface.modelnormal3f_bufferoffset = 0;
9501 rsurface.generatedvertex = true;
9505 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9506 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9507 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9508 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9509 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9510 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9511 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9512 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9513 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9514 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9515 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9516 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9517 rsurface.generatedvertex = false;
9519 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9520 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9521 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9522 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9523 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9524 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9525 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9526 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9527 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9528 rsurface.modelelement3i = model->surfmesh.data_element3i;
9529 rsurface.modelelement3s = model->surfmesh.data_element3s;
9530 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9531 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9532 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9533 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9534 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9535 rsurface.modelsurfaces = model->data_surfaces;
9536 rsurface.vertex3f = rsurface.modelvertex3f;
9537 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9538 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9539 rsurface.svector3f = rsurface.modelsvector3f;
9540 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9541 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9542 rsurface.tvector3f = rsurface.modeltvector3f;
9543 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9544 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9545 rsurface.normal3f = rsurface.modelnormal3f;
9546 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9547 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9548 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9551 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)
9553 rsurface.entity = r_refdef.scene.worldentity;
9554 rsurface.skeleton = NULL;
9555 rsurface.ent_skinnum = 0;
9556 rsurface.ent_qwskin = -1;
9557 rsurface.ent_shadertime = shadertime;
9558 rsurface.ent_flags = entflags;
9559 rsurface.modelnum_vertices = numvertices;
9560 rsurface.modelnum_triangles = numtriangles;
9561 if (rsurface.array_size < rsurface.modelnum_vertices)
9562 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9563 rsurface.matrix = *matrix;
9564 rsurface.inversematrix = *inversematrix;
9565 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9566 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9567 R_EntityMatrix(&rsurface.matrix);
9568 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9569 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9570 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9571 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9572 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9573 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9574 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9575 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9576 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9577 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9578 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9579 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9580 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);
9581 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9582 rsurface.frameblend[0].lerp = 1;
9583 rsurface.ent_alttextures = false;
9584 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9585 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9588 rsurface.modelvertex3f = vertex3f;
9589 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9590 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9591 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9593 else if (wantnormals)
9595 rsurface.modelvertex3f = vertex3f;
9596 rsurface.modelsvector3f = NULL;
9597 rsurface.modeltvector3f = NULL;
9598 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9602 rsurface.modelvertex3f = vertex3f;
9603 rsurface.modelsvector3f = NULL;
9604 rsurface.modeltvector3f = NULL;
9605 rsurface.modelnormal3f = NULL;
9607 rsurface.modelvertex3f_bufferobject = 0;
9608 rsurface.modelvertex3f_bufferoffset = 0;
9609 rsurface.modelsvector3f_bufferobject = 0;
9610 rsurface.modelsvector3f_bufferoffset = 0;
9611 rsurface.modeltvector3f_bufferobject = 0;
9612 rsurface.modeltvector3f_bufferoffset = 0;
9613 rsurface.modelnormal3f_bufferobject = 0;
9614 rsurface.modelnormal3f_bufferoffset = 0;
9615 rsurface.generatedvertex = true;
9616 rsurface.modellightmapcolor4f = color4f;
9617 rsurface.modellightmapcolor4f_bufferobject = 0;
9618 rsurface.modellightmapcolor4f_bufferoffset = 0;
9619 rsurface.modeltexcoordtexture2f = texcoord2f;
9620 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9621 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9622 rsurface.modeltexcoordlightmap2f = NULL;
9623 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9624 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9625 rsurface.modelelement3i = element3i;
9626 rsurface.modelelement3s = element3s;
9627 rsurface.modelelement3i_bufferobject = 0;
9628 rsurface.modelelement3s_bufferobject = 0;
9629 rsurface.modellightmapoffsets = NULL;
9630 rsurface.modelsurfaces = NULL;
9631 rsurface.vertex3f = rsurface.modelvertex3f;
9632 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9633 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9634 rsurface.svector3f = rsurface.modelsvector3f;
9635 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9636 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9637 rsurface.tvector3f = rsurface.modeltvector3f;
9638 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9639 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9640 rsurface.normal3f = rsurface.modelnormal3f;
9641 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9642 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9643 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9645 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9647 if ((wantnormals || wanttangents) && !normal3f)
9648 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9649 if (wanttangents && !svector3f)
9650 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9654 float RSurf_FogPoint(const float *v)
9656 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9657 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9658 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9659 float FogHeightFade = r_refdef.fogheightfade;
9661 unsigned int fogmasktableindex;
9662 if (r_refdef.fogplaneviewabove)
9663 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9665 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9666 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9667 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9670 float RSurf_FogVertex(const float *v)
9672 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9673 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9674 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9675 float FogHeightFade = rsurface.fogheightfade;
9677 unsigned int fogmasktableindex;
9678 if (r_refdef.fogplaneviewabove)
9679 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9681 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9682 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9683 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9686 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9687 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9690 int texturesurfaceindex;
9695 const float *v1, *in_tc;
9697 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9699 q3shaderinfo_deform_t *deform;
9700 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9701 if (rsurface.generatedvertex)
9703 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9704 generatenormals = true;
9705 for (i = 0;i < Q3MAXDEFORMS;i++)
9707 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9709 generatetangents = true;
9710 generatenormals = true;
9712 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9713 generatenormals = true;
9715 if (generatenormals && !rsurface.modelnormal3f)
9717 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9718 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9719 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9720 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9722 if (generatetangents && !rsurface.modelsvector3f)
9724 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9725 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9726 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9727 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9728 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9729 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9730 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9733 rsurface.vertex3f = rsurface.modelvertex3f;
9734 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9735 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9736 rsurface.svector3f = rsurface.modelsvector3f;
9737 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9738 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9739 rsurface.tvector3f = rsurface.modeltvector3f;
9740 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9741 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9742 rsurface.normal3f = rsurface.modelnormal3f;
9743 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9744 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9745 // if vertices are deformed (sprite flares and things in maps, possibly
9746 // water waves, bulges and other deformations), generate them into
9747 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9748 // (may be static model data or generated data for an animated model, or
9749 // the previous deform pass)
9750 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9752 switch (deform->deform)
9755 case Q3DEFORM_PROJECTIONSHADOW:
9756 case Q3DEFORM_TEXT0:
9757 case Q3DEFORM_TEXT1:
9758 case Q3DEFORM_TEXT2:
9759 case Q3DEFORM_TEXT3:
9760 case Q3DEFORM_TEXT4:
9761 case Q3DEFORM_TEXT5:
9762 case Q3DEFORM_TEXT6:
9763 case Q3DEFORM_TEXT7:
9766 case Q3DEFORM_AUTOSPRITE:
9767 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9768 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9769 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9770 VectorNormalize(newforward);
9771 VectorNormalize(newright);
9772 VectorNormalize(newup);
9773 // make deformed versions of only the model vertices used by the specified surfaces
9774 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9776 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777 // a single autosprite surface can contain multiple sprites...
9778 for (j = 0;j < surface->num_vertices - 3;j += 4)
9780 VectorClear(center);
9781 for (i = 0;i < 4;i++)
9782 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9783 VectorScale(center, 0.25f, center);
9784 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9785 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9786 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9787 for (i = 0;i < 4;i++)
9789 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9790 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9793 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9794 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9796 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9797 rsurface.vertex3f_bufferobject = 0;
9798 rsurface.vertex3f_bufferoffset = 0;
9799 rsurface.svector3f = rsurface.array_deformedsvector3f;
9800 rsurface.svector3f_bufferobject = 0;
9801 rsurface.svector3f_bufferoffset = 0;
9802 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9803 rsurface.tvector3f_bufferobject = 0;
9804 rsurface.tvector3f_bufferoffset = 0;
9805 rsurface.normal3f = rsurface.array_deformednormal3f;
9806 rsurface.normal3f_bufferobject = 0;
9807 rsurface.normal3f_bufferoffset = 0;
9809 case Q3DEFORM_AUTOSPRITE2:
9810 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9811 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9812 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9813 VectorNormalize(newforward);
9814 VectorNormalize(newright);
9815 VectorNormalize(newup);
9816 // make deformed versions of only the model vertices used by the specified surfaces
9817 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9819 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9820 const float *v1, *v2;
9830 memset(shortest, 0, sizeof(shortest));
9831 // a single autosprite surface can contain multiple sprites...
9832 for (j = 0;j < surface->num_vertices - 3;j += 4)
9834 VectorClear(center);
9835 for (i = 0;i < 4;i++)
9836 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9837 VectorScale(center, 0.25f, center);
9838 // find the two shortest edges, then use them to define the
9839 // axis vectors for rotating around the central axis
9840 for (i = 0;i < 6;i++)
9842 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9843 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9845 Debug_PolygonBegin(NULL, 0);
9846 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9847 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9848 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9851 l = VectorDistance2(v1, v2);
9852 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9854 l += (1.0f / 1024.0f);
9855 if (shortest[0].length2 > l || i == 0)
9857 shortest[1] = shortest[0];
9858 shortest[0].length2 = l;
9859 shortest[0].v1 = v1;
9860 shortest[0].v2 = v2;
9862 else if (shortest[1].length2 > l || i == 1)
9864 shortest[1].length2 = l;
9865 shortest[1].v1 = v1;
9866 shortest[1].v2 = v2;
9869 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9870 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9872 Debug_PolygonBegin(NULL, 0);
9873 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9874 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9875 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9878 // this calculates the right vector from the shortest edge
9879 // and the up vector from the edge midpoints
9880 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9881 VectorNormalize(right);
9882 VectorSubtract(end, start, up);
9883 VectorNormalize(up);
9884 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9885 VectorSubtract(rsurface.localvieworigin, center, forward);
9886 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9887 VectorNegate(forward, forward);
9888 VectorReflect(forward, 0, up, forward);
9889 VectorNormalize(forward);
9890 CrossProduct(up, forward, newright);
9891 VectorNormalize(newright);
9893 Debug_PolygonBegin(NULL, 0);
9894 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9895 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9896 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9900 Debug_PolygonBegin(NULL, 0);
9901 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9902 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9903 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9906 // rotate the quad around the up axis vector, this is made
9907 // especially easy by the fact we know the quad is flat,
9908 // so we only have to subtract the center position and
9909 // measure distance along the right vector, and then
9910 // multiply that by the newright vector and add back the
9912 // we also need to subtract the old position to undo the
9913 // displacement from the center, which we do with a
9914 // DotProduct, the subtraction/addition of center is also
9915 // optimized into DotProducts here
9916 l = DotProduct(right, center);
9917 for (i = 0;i < 4;i++)
9919 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9920 f = DotProduct(right, v1) - l;
9921 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9924 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9925 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9927 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9928 rsurface.vertex3f_bufferobject = 0;
9929 rsurface.vertex3f_bufferoffset = 0;
9930 rsurface.svector3f = rsurface.array_deformedsvector3f;
9931 rsurface.svector3f_bufferobject = 0;
9932 rsurface.svector3f_bufferoffset = 0;
9933 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9934 rsurface.tvector3f_bufferobject = 0;
9935 rsurface.tvector3f_bufferoffset = 0;
9936 rsurface.normal3f = rsurface.array_deformednormal3f;
9937 rsurface.normal3f_bufferobject = 0;
9938 rsurface.normal3f_bufferoffset = 0;
9940 case Q3DEFORM_NORMAL:
9941 // deform the normals to make reflections wavey
9942 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9944 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9945 for (j = 0;j < surface->num_vertices;j++)
9948 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9949 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9950 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9951 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9954 VectorNormalize(normal);
9956 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9958 rsurface.svector3f = rsurface.array_deformedsvector3f;
9959 rsurface.svector3f_bufferobject = 0;
9960 rsurface.svector3f_bufferoffset = 0;
9961 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9962 rsurface.tvector3f_bufferobject = 0;
9963 rsurface.tvector3f_bufferoffset = 0;
9964 rsurface.normal3f = rsurface.array_deformednormal3f;
9965 rsurface.normal3f_bufferobject = 0;
9966 rsurface.normal3f_bufferoffset = 0;
9969 // deform vertex array to make wavey water and flags and such
9970 waveparms[0] = deform->waveparms[0];
9971 waveparms[1] = deform->waveparms[1];
9972 waveparms[2] = deform->waveparms[2];
9973 waveparms[3] = deform->waveparms[3];
9974 // this is how a divisor of vertex influence on deformation
9975 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9976 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9977 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9979 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9980 for (j = 0;j < surface->num_vertices;j++)
9982 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9983 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9984 // if the wavefunc depends on time, evaluate it per-vertex
9987 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9988 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9990 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9993 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9994 rsurface.vertex3f_bufferobject = 0;
9995 rsurface.vertex3f_bufferoffset = 0;
9997 case Q3DEFORM_BULGE:
9998 // deform vertex array to make the surface have moving bulges
9999 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10001 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10002 for (j = 0;j < surface->num_vertices;j++)
10004 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10005 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10008 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10009 rsurface.vertex3f_bufferobject = 0;
10010 rsurface.vertex3f_bufferoffset = 0;
10012 case Q3DEFORM_MOVE:
10013 // deform vertex array
10014 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10015 VectorScale(deform->parms, scale, waveparms);
10016 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10018 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10019 for (j = 0;j < surface->num_vertices;j++)
10020 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10022 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10023 rsurface.vertex3f_bufferobject = 0;
10024 rsurface.vertex3f_bufferoffset = 0;
10028 // generate texcoords based on the chosen texcoord source
10029 switch(rsurface.texture->tcgen.tcgen)
10032 case Q3TCGEN_TEXTURE:
10033 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10034 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10035 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10037 case Q3TCGEN_LIGHTMAP:
10038 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10039 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10040 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10042 case Q3TCGEN_VECTOR:
10043 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10045 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10046 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10048 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10049 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10052 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10053 rsurface.texcoordtexture2f_bufferobject = 0;
10054 rsurface.texcoordtexture2f_bufferoffset = 0;
10056 case Q3TCGEN_ENVIRONMENT:
10057 // make environment reflections using a spheremap
10058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10060 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10061 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10062 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10063 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10064 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10066 // identical to Q3A's method, but executed in worldspace so
10067 // carried models can be shiny too
10069 float viewer[3], d, reflected[3], worldreflected[3];
10071 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10072 // VectorNormalize(viewer);
10074 d = DotProduct(normal, viewer);
10076 reflected[0] = normal[0]*2*d - viewer[0];
10077 reflected[1] = normal[1]*2*d - viewer[1];
10078 reflected[2] = normal[2]*2*d - viewer[2];
10079 // note: this is proportinal to viewer, so we can normalize later
10081 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10082 VectorNormalize(worldreflected);
10084 // note: this sphere map only uses world x and z!
10085 // so positive and negative y will LOOK THE SAME.
10086 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10087 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10090 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10091 rsurface.texcoordtexture2f_bufferobject = 0;
10092 rsurface.texcoordtexture2f_bufferoffset = 0;
10095 // the only tcmod that needs software vertex processing is turbulent, so
10096 // check for it here and apply the changes if needed
10097 // and we only support that as the first one
10098 // (handling a mixture of turbulent and other tcmods would be problematic
10099 // without punting it entirely to a software path)
10100 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10102 amplitude = rsurface.texture->tcmods[0].parms[1];
10103 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10104 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10106 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10107 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10109 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10113 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10114 rsurface.texcoordtexture2f_bufferobject = 0;
10115 rsurface.texcoordtexture2f_bufferoffset = 0;
10117 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10118 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10119 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10120 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10123 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10126 const msurface_t *surface = texturesurfacelist[0];
10127 const msurface_t *surface2;
10132 // TODO: lock all array ranges before render, rather than on each surface
10133 if (texturenumsurfaces == 1)
10134 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10135 else if (r_batchmode.integer == 2)
10137 #define MAXBATCHTRIANGLES 4096
10138 int batchtriangles = 0;
10139 static int batchelements[MAXBATCHTRIANGLES*3];
10140 for (i = 0;i < texturenumsurfaces;i = j)
10142 surface = texturesurfacelist[i];
10144 if (surface->num_triangles > MAXBATCHTRIANGLES)
10146 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10149 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10150 batchtriangles = surface->num_triangles;
10151 firstvertex = surface->num_firstvertex;
10152 endvertex = surface->num_firstvertex + surface->num_vertices;
10153 for (;j < texturenumsurfaces;j++)
10155 surface2 = texturesurfacelist[j];
10156 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10158 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10159 batchtriangles += surface2->num_triangles;
10160 firstvertex = min(firstvertex, surface2->num_firstvertex);
10161 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10163 surface2 = texturesurfacelist[j-1];
10164 numvertices = endvertex - firstvertex;
10165 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10168 else if (r_batchmode.integer == 1)
10170 for (i = 0;i < texturenumsurfaces;i = j)
10172 surface = texturesurfacelist[i];
10173 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10174 if (texturesurfacelist[j] != surface2)
10176 surface2 = texturesurfacelist[j-1];
10177 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10184 for (i = 0;i < texturenumsurfaces;i++)
10186 surface = texturesurfacelist[i];
10187 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10192 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10194 switch(vid.renderpath)
10196 case RENDERPATH_CGGL:
10198 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10199 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10202 case RENDERPATH_GL20:
10203 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10204 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10206 case RENDERPATH_GL13:
10207 case RENDERPATH_GL11:
10208 R_Mesh_TexBind(0, surface->lightmaptexture);
10213 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10215 // pick the closest matching water plane and bind textures
10216 int planeindex, vertexindex;
10220 r_waterstate_waterplane_t *p, *bestp;
10223 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10226 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10228 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10229 d += fabs(PlaneDiff(vert, &p->plane));
10231 if (bestd > d || !bestp)
10237 switch(vid.renderpath)
10239 case RENDERPATH_CGGL:
10241 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10242 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10245 case RENDERPATH_GL20:
10246 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10247 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10249 case RENDERPATH_GL13:
10250 case RENDERPATH_GL11:
10255 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10258 const msurface_t *surface;
10259 if (r_waterstate.renderingscene)
10261 for (i = 0;i < texturenumsurfaces;i++)
10263 surface = texturesurfacelist[i];
10264 RSurf_BindLightmapForSurface(surface);
10265 RSurf_BindReflectionForSurface(surface);
10266 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10270 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10274 const msurface_t *surface = texturesurfacelist[0];
10275 const msurface_t *surface2;
10280 if (texturenumsurfaces == 1)
10282 RSurf_BindLightmapForSurface(surface);
10283 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10285 else if (r_batchmode.integer == 2)
10287 #define MAXBATCHTRIANGLES 4096
10288 int batchtriangles = 0;
10289 static int batchelements[MAXBATCHTRIANGLES*3];
10290 for (i = 0;i < texturenumsurfaces;i = j)
10292 surface = texturesurfacelist[i];
10293 RSurf_BindLightmapForSurface(surface);
10295 if (surface->num_triangles > MAXBATCHTRIANGLES)
10297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10300 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10301 batchtriangles = surface->num_triangles;
10302 firstvertex = surface->num_firstvertex;
10303 endvertex = surface->num_firstvertex + surface->num_vertices;
10304 for (;j < texturenumsurfaces;j++)
10306 surface2 = texturesurfacelist[j];
10307 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10309 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10310 batchtriangles += surface2->num_triangles;
10311 firstvertex = min(firstvertex, surface2->num_firstvertex);
10312 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10314 surface2 = texturesurfacelist[j-1];
10315 numvertices = endvertex - firstvertex;
10316 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10319 else if (r_batchmode.integer == 1)
10322 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10323 for (i = 0;i < texturenumsurfaces;i = j)
10325 surface = texturesurfacelist[i];
10326 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10327 if (texturesurfacelist[j] != surface2)
10329 Con_Printf(" %i", j - i);
10332 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10334 for (i = 0;i < texturenumsurfaces;i = j)
10336 surface = texturesurfacelist[i];
10337 RSurf_BindLightmapForSurface(surface);
10338 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10339 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10342 Con_Printf(" %i", j - i);
10344 surface2 = texturesurfacelist[j-1];
10345 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10346 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10347 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10355 for (i = 0;i < texturenumsurfaces;i++)
10357 surface = texturesurfacelist[i];
10358 RSurf_BindLightmapForSurface(surface);
10359 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10364 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10367 int texturesurfaceindex;
10368 if (r_showsurfaces.integer == 2)
10370 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10372 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10373 for (j = 0;j < surface->num_triangles;j++)
10375 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10376 GL_Color(f, f, f, 1);
10377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10383 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10385 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10386 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10387 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10388 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10393 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10395 int texturesurfaceindex;
10399 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10401 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10410 rsurface.lightmapcolor4f = rsurface.array_color4f;
10411 rsurface.lightmapcolor4f_bufferobject = 0;
10412 rsurface.lightmapcolor4f_bufferoffset = 0;
10415 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10417 int texturesurfaceindex;
10423 if (rsurface.lightmapcolor4f)
10425 // generate color arrays for the surfaces in this list
10426 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10428 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10429 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10431 f = RSurf_FogVertex(v);
10441 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10443 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10446 f = RSurf_FogVertex(v);
10454 rsurface.lightmapcolor4f = rsurface.array_color4f;
10455 rsurface.lightmapcolor4f_bufferobject = 0;
10456 rsurface.lightmapcolor4f_bufferoffset = 0;
10459 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10461 int texturesurfaceindex;
10467 if (!rsurface.lightmapcolor4f)
10469 // generate color arrays for the surfaces in this list
10470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10473 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10475 f = RSurf_FogVertex(v);
10476 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10477 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10478 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10482 rsurface.lightmapcolor4f = rsurface.array_color4f;
10483 rsurface.lightmapcolor4f_bufferobject = 0;
10484 rsurface.lightmapcolor4f_bufferoffset = 0;
10487 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10489 int texturesurfaceindex;
10493 if (!rsurface.lightmapcolor4f)
10495 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10497 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10498 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10506 rsurface.lightmapcolor4f = rsurface.array_color4f;
10507 rsurface.lightmapcolor4f_bufferobject = 0;
10508 rsurface.lightmapcolor4f_bufferoffset = 0;
10511 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10513 int texturesurfaceindex;
10517 if (!rsurface.lightmapcolor4f)
10519 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10521 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10522 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10524 c2[0] = c[0] + r_refdef.scene.ambient;
10525 c2[1] = c[1] + r_refdef.scene.ambient;
10526 c2[2] = c[2] + r_refdef.scene.ambient;
10530 rsurface.lightmapcolor4f = rsurface.array_color4f;
10531 rsurface.lightmapcolor4f_bufferobject = 0;
10532 rsurface.lightmapcolor4f_bufferoffset = 0;
10535 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10538 rsurface.lightmapcolor4f = NULL;
10539 rsurface.lightmapcolor4f_bufferobject = 0;
10540 rsurface.lightmapcolor4f_bufferoffset = 0;
10541 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10542 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10543 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10544 GL_Color(r, g, b, a);
10545 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10548 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10550 // TODO: optimize applyfog && applycolor case
10551 // just apply fog if necessary, and tint the fog color array if necessary
10552 rsurface.lightmapcolor4f = NULL;
10553 rsurface.lightmapcolor4f_bufferobject = 0;
10554 rsurface.lightmapcolor4f_bufferoffset = 0;
10555 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10556 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10557 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10558 GL_Color(r, g, b, a);
10559 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10562 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10564 int texturesurfaceindex;
10568 if (texturesurfacelist[0]->lightmapinfo)
10570 // generate color arrays for the surfaces in this list
10571 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10573 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10574 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10576 if (surface->lightmapinfo->samples)
10578 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10579 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10580 VectorScale(lm, scale, c);
10581 if (surface->lightmapinfo->styles[1] != 255)
10583 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10585 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10586 VectorMA(c, scale, lm, c);
10587 if (surface->lightmapinfo->styles[2] != 255)
10590 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10591 VectorMA(c, scale, lm, c);
10592 if (surface->lightmapinfo->styles[3] != 255)
10595 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10596 VectorMA(c, scale, lm, c);
10606 rsurface.lightmapcolor4f = rsurface.array_color4f;
10607 rsurface.lightmapcolor4f_bufferobject = 0;
10608 rsurface.lightmapcolor4f_bufferoffset = 0;
10612 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10613 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10614 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10616 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10617 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10618 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10619 GL_Color(r, g, b, a);
10620 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10623 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10625 int texturesurfaceindex;
10632 vec3_t ambientcolor;
10633 vec3_t diffusecolor;
10637 VectorCopy(rsurface.modellight_lightdir, lightdir);
10638 f = 0.5f * r_refdef.lightmapintensity;
10639 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10640 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10641 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10642 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10643 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10644 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10646 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10648 // generate color arrays for the surfaces in this list
10649 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10651 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10652 int numverts = surface->num_vertices;
10653 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10654 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10655 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10656 // q3-style directional shading
10657 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10659 if ((f = DotProduct(n, lightdir)) > 0)
10660 VectorMA(ambientcolor, f, diffusecolor, c);
10662 VectorCopy(ambientcolor, c);
10670 rsurface.lightmapcolor4f = rsurface.array_color4f;
10671 rsurface.lightmapcolor4f_bufferobject = 0;
10672 rsurface.lightmapcolor4f_bufferoffset = 0;
10673 *applycolor = false;
10677 *r = ambientcolor[0];
10678 *g = ambientcolor[1];
10679 *b = ambientcolor[2];
10680 rsurface.lightmapcolor4f = NULL;
10681 rsurface.lightmapcolor4f_bufferobject = 0;
10682 rsurface.lightmapcolor4f_bufferoffset = 0;
10686 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10688 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10689 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10690 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10691 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10692 GL_Color(r, g, b, a);
10693 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10696 void RSurf_SetupDepthAndCulling(void)
10698 // submodels are biased to avoid z-fighting with world surfaces that they
10699 // may be exactly overlapping (avoids z-fighting artifacts on certain
10700 // doors and things in Quake maps)
10701 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10702 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10703 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10704 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10707 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10709 // transparent sky would be ridiculous
10710 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10712 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10713 skyrenderlater = true;
10714 RSurf_SetupDepthAndCulling();
10715 GL_DepthMask(true);
10716 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10717 // skymasking on them, and Quake3 never did sky masking (unlike
10718 // software Quake and software Quake2), so disable the sky masking
10719 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10720 // and skymasking also looks very bad when noclipping outside the
10721 // level, so don't use it then either.
10722 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10724 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725 R_Mesh_ColorPointer(NULL, 0, 0);
10726 R_Mesh_ResetTextureState();
10727 if (skyrendermasked)
10729 R_SetupShader_DepthOrShadow();
10730 // depth-only (masking)
10731 GL_ColorMask(0,0,0,0);
10732 // just to make sure that braindead drivers don't draw
10733 // anything despite that colormask...
10734 GL_BlendFunc(GL_ZERO, GL_ONE);
10738 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10740 GL_BlendFunc(GL_ONE, GL_ZERO);
10742 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10743 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10744 if (skyrendermasked)
10745 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10747 R_Mesh_ResetTextureState();
10748 GL_Color(1, 1, 1, 1);
10751 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10752 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10753 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10755 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10757 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10760 // render screenspace normalmap to texture
10761 GL_DepthMask(true);
10762 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10763 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10765 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10767 // render water or distortion background, then blend surface on top
10768 GL_DepthMask(true);
10769 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10770 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10771 GL_DepthMask(false);
10772 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10773 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10774 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10776 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10780 // render surface normally
10781 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10782 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10784 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10785 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10786 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10788 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10792 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10794 // OpenGL 1.3 path - anything not completely ancient
10795 int texturesurfaceindex;
10796 qboolean applycolor;
10799 const texturelayer_t *layer;
10800 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10802 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10805 int layertexrgbscale;
10806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10808 if (layerindex == 0)
10809 GL_AlphaTest(true);
10812 GL_AlphaTest(false);
10813 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10816 GL_DepthMask(layer->depthmask && writedepth);
10817 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10818 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10820 layertexrgbscale = 4;
10821 VectorScale(layer->color, 0.25f, layercolor);
10823 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10825 layertexrgbscale = 2;
10826 VectorScale(layer->color, 0.5f, layercolor);
10830 layertexrgbscale = 1;
10831 VectorScale(layer->color, 1.0f, layercolor);
10833 layercolor[3] = layer->color[3];
10834 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10835 R_Mesh_ColorPointer(NULL, 0, 0);
10836 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10837 switch (layer->type)
10839 case TEXTURELAYERTYPE_LITTEXTURE:
10840 // single-pass lightmapped texture with 2x rgbscale
10841 R_Mesh_TexBind(0, r_texture_white);
10842 R_Mesh_TexMatrix(0, NULL);
10843 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10844 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10845 R_Mesh_TexBind(1, layer->texture);
10846 R_Mesh_TexMatrix(1, &layer->texmatrix);
10847 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10849 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10850 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851 else if (rsurface.uselightmaptexture)
10852 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10854 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10856 case TEXTURELAYERTYPE_TEXTURE:
10857 // singletexture unlit texture with transparency support
10858 R_Mesh_TexBind(0, layer->texture);
10859 R_Mesh_TexMatrix(0, &layer->texmatrix);
10860 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10861 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10862 R_Mesh_TexBind(1, 0);
10863 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10864 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10866 case TEXTURELAYERTYPE_FOG:
10867 // singletexture fogging
10868 if (layer->texture)
10870 R_Mesh_TexBind(0, layer->texture);
10871 R_Mesh_TexMatrix(0, &layer->texmatrix);
10872 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10873 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10877 R_Mesh_TexBind(0, 0);
10878 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10880 R_Mesh_TexBind(1, 0);
10881 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10882 // generate a color array for the fog pass
10883 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10884 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10890 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10891 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10893 f = 1 - RSurf_FogVertex(v);
10894 c[0] = layercolor[0];
10895 c[1] = layercolor[1];
10896 c[2] = layercolor[2];
10897 c[3] = f * layercolor[3];
10900 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10903 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10907 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10909 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10910 GL_AlphaTest(false);
10914 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10916 // OpenGL 1.1 - crusty old voodoo path
10917 int texturesurfaceindex;
10920 const texturelayer_t *layer;
10921 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10923 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10925 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10927 if (layerindex == 0)
10928 GL_AlphaTest(true);
10931 GL_AlphaTest(false);
10932 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10935 GL_DepthMask(layer->depthmask && writedepth);
10936 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10937 R_Mesh_ColorPointer(NULL, 0, 0);
10938 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10939 switch (layer->type)
10941 case TEXTURELAYERTYPE_LITTEXTURE:
10942 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10944 // two-pass lit texture with 2x rgbscale
10945 // first the lightmap pass
10946 R_Mesh_TexBind(0, r_texture_white);
10947 R_Mesh_TexMatrix(0, NULL);
10948 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10949 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10951 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10952 else if (rsurface.uselightmaptexture)
10953 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10955 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10956 // then apply the texture to it
10957 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10958 R_Mesh_TexBind(0, layer->texture);
10959 R_Mesh_TexMatrix(0, &layer->texmatrix);
10960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10961 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10962 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10966 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10967 R_Mesh_TexBind(0, layer->texture);
10968 R_Mesh_TexMatrix(0, &layer->texmatrix);
10969 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10970 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10972 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10974 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10977 case TEXTURELAYERTYPE_TEXTURE:
10978 // singletexture unlit texture with transparency support
10979 R_Mesh_TexBind(0, layer->texture);
10980 R_Mesh_TexMatrix(0, &layer->texmatrix);
10981 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10982 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10983 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10985 case TEXTURELAYERTYPE_FOG:
10986 // singletexture fogging
10987 if (layer->texture)
10989 R_Mesh_TexBind(0, layer->texture);
10990 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10996 R_Mesh_TexBind(0, 0);
10997 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10999 // generate a color array for the fog pass
11000 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11001 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11007 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11008 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11010 f = 1 - RSurf_FogVertex(v);
11011 c[0] = layer->color[0];
11012 c[1] = layer->color[1];
11013 c[2] = layer->color[2];
11014 c[3] = f * layer->color[3];
11017 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11020 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11024 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11026 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11027 GL_AlphaTest(false);
11031 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11035 GL_AlphaTest(false);
11036 R_Mesh_ColorPointer(NULL, 0, 0);
11037 R_Mesh_ResetTextureState();
11038 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11040 if(rsurface.texture && rsurface.texture->currentskinframe)
11042 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11043 c[3] *= rsurface.texture->currentalpha;
11053 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11055 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11056 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11057 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11060 // brighten it up (as texture value 127 means "unlit")
11061 c[0] *= 2 * r_refdef.view.colorscale;
11062 c[1] *= 2 * r_refdef.view.colorscale;
11063 c[2] *= 2 * r_refdef.view.colorscale;
11065 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11066 c[3] *= r_wateralpha.value;
11068 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11071 GL_DepthMask(false);
11073 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11075 GL_BlendFunc(GL_ONE, GL_ONE);
11076 GL_DepthMask(false);
11078 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11081 GL_DepthMask(false);
11083 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11085 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11086 GL_DepthMask(false);
11090 GL_BlendFunc(GL_ONE, GL_ZERO);
11091 GL_DepthMask(writedepth);
11094 rsurface.lightmapcolor4f = NULL;
11096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11098 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11100 rsurface.lightmapcolor4f = NULL;
11101 rsurface.lightmapcolor4f_bufferobject = 0;
11102 rsurface.lightmapcolor4f_bufferoffset = 0;
11104 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11106 qboolean applycolor = true;
11109 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11111 r_refdef.lightmapintensity = 1;
11112 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11113 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11117 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11119 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11120 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11121 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11124 if(!rsurface.lightmapcolor4f)
11125 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11127 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11128 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11129 if(r_refdef.fogenabled)
11130 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11132 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11133 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11136 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11139 RSurf_SetupDepthAndCulling();
11140 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11142 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11145 switch (vid.renderpath)
11147 case RENDERPATH_GL20:
11148 case RENDERPATH_CGGL:
11149 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11151 case RENDERPATH_GL13:
11152 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11154 case RENDERPATH_GL11:
11155 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11161 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11164 RSurf_SetupDepthAndCulling();
11165 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11167 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11170 switch (vid.renderpath)
11172 case RENDERPATH_GL20:
11173 case RENDERPATH_CGGL:
11174 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11176 case RENDERPATH_GL13:
11177 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11179 case RENDERPATH_GL11:
11180 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11186 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11189 int texturenumsurfaces, endsurface;
11190 texture_t *texture;
11191 const msurface_t *surface;
11192 const msurface_t *texturesurfacelist[256];
11194 // if the model is static it doesn't matter what value we give for
11195 // wantnormals and wanttangents, so this logic uses only rules applicable
11196 // to a model, knowing that they are meaningless otherwise
11197 if (ent == r_refdef.scene.worldentity)
11198 RSurf_ActiveWorldEntity();
11199 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11200 RSurf_ActiveModelEntity(ent, false, false, false);
11203 switch (vid.renderpath)
11205 case RENDERPATH_GL20:
11206 case RENDERPATH_CGGL:
11207 RSurf_ActiveModelEntity(ent, true, true, false);
11209 case RENDERPATH_GL13:
11210 case RENDERPATH_GL11:
11211 RSurf_ActiveModelEntity(ent, true, false, false);
11216 if (r_transparentdepthmasking.integer)
11218 qboolean setup = false;
11219 for (i = 0;i < numsurfaces;i = j)
11222 surface = rsurface.modelsurfaces + surfacelist[i];
11223 texture = surface->texture;
11224 rsurface.texture = R_GetCurrentTexture(texture);
11225 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11226 // scan ahead until we find a different texture
11227 endsurface = min(i + 1024, numsurfaces);
11228 texturenumsurfaces = 0;
11229 texturesurfacelist[texturenumsurfaces++] = surface;
11230 for (;j < endsurface;j++)
11232 surface = rsurface.modelsurfaces + surfacelist[j];
11233 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11235 texturesurfacelist[texturenumsurfaces++] = surface;
11237 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11239 // render the range of surfaces as depth
11243 GL_ColorMask(0,0,0,0);
11245 GL_DepthTest(true);
11246 GL_BlendFunc(GL_ONE, GL_ZERO);
11247 GL_DepthMask(true);
11248 GL_AlphaTest(false);
11249 R_Mesh_ColorPointer(NULL, 0, 0);
11250 R_Mesh_ResetTextureState();
11251 R_SetupShader_DepthOrShadow();
11253 RSurf_SetupDepthAndCulling();
11254 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11258 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11261 for (i = 0;i < numsurfaces;i = j)
11264 surface = rsurface.modelsurfaces + surfacelist[i];
11265 texture = surface->texture;
11266 rsurface.texture = R_GetCurrentTexture(texture);
11267 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11268 // scan ahead until we find a different texture
11269 endsurface = min(i + 1024, numsurfaces);
11270 texturenumsurfaces = 0;
11271 texturesurfacelist[texturenumsurfaces++] = surface;
11272 for (;j < endsurface;j++)
11274 surface = rsurface.modelsurfaces + surfacelist[j];
11275 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11277 texturesurfacelist[texturenumsurfaces++] = surface;
11279 // render the range of surfaces
11280 if (ent == r_refdef.scene.worldentity)
11281 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11283 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11285 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11286 GL_AlphaTest(false);
11289 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11291 // transparent surfaces get pushed off into the transparent queue
11292 int surfacelistindex;
11293 const msurface_t *surface;
11294 vec3_t tempcenter, center;
11295 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11297 surface = texturesurfacelist[surfacelistindex];
11298 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11299 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11300 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11301 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11302 if (queueentity->transparent_offset) // transparent offset
11304 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11305 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11306 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11308 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11312 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11314 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11318 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11320 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11322 RSurf_SetupDepthAndCulling();
11323 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11324 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11328 if (!rsurface.texture->currentnumlayers)
11330 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11331 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11333 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11335 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11337 RSurf_SetupDepthAndCulling();
11338 GL_AlphaTest(false);
11339 R_Mesh_ColorPointer(NULL, 0, 0);
11340 R_Mesh_ResetTextureState();
11341 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11342 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11343 GL_DepthMask(true);
11344 GL_BlendFunc(GL_ONE, GL_ZERO);
11345 GL_Color(0, 0, 0, 1);
11346 GL_DepthTest(writedepth);
11347 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11349 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11351 RSurf_SetupDepthAndCulling();
11352 GL_AlphaTest(false);
11353 R_Mesh_ColorPointer(NULL, 0, 0);
11354 R_Mesh_ResetTextureState();
11355 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11356 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11357 GL_DepthMask(true);
11358 GL_BlendFunc(GL_ONE, GL_ZERO);
11359 GL_DepthTest(true);
11360 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11363 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11364 else if (!rsurface.texture->currentnumlayers)
11366 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11368 // in the deferred case, transparent surfaces were queued during prepass
11369 if (!r_shadow_usingdeferredprepass)
11370 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11374 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11375 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11380 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11383 texture_t *texture;
11384 // break the surface list down into batches by texture and use of lightmapping
11385 for (i = 0;i < numsurfaces;i = j)
11388 // texture is the base texture pointer, rsurface.texture is the
11389 // current frame/skin the texture is directing us to use (for example
11390 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11391 // use skin 1 instead)
11392 texture = surfacelist[i]->texture;
11393 rsurface.texture = R_GetCurrentTexture(texture);
11394 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11395 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11397 // if this texture is not the kind we want, skip ahead to the next one
11398 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11402 // simply scan ahead until we find a different texture or lightmap state
11403 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11405 // render the range of surfaces
11406 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11410 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11415 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11417 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11419 RSurf_SetupDepthAndCulling();
11420 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11421 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11425 if (!rsurface.texture->currentnumlayers)
11427 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11428 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11430 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11432 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11434 RSurf_SetupDepthAndCulling();
11435 GL_AlphaTest(false);
11436 R_Mesh_ColorPointer(NULL, 0, 0);
11437 R_Mesh_ResetTextureState();
11438 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11439 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11440 GL_DepthMask(true);
11441 GL_BlendFunc(GL_ONE, GL_ZERO);
11442 GL_Color(0, 0, 0, 1);
11443 GL_DepthTest(writedepth);
11444 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11446 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11448 RSurf_SetupDepthAndCulling();
11449 GL_AlphaTest(false);
11450 R_Mesh_ColorPointer(NULL, 0, 0);
11451 R_Mesh_ResetTextureState();
11452 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11453 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11454 GL_DepthMask(true);
11455 GL_BlendFunc(GL_ONE, GL_ZERO);
11456 GL_DepthTest(true);
11457 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11459 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11460 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11461 else if (!rsurface.texture->currentnumlayers)
11463 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11465 // in the deferred case, transparent surfaces were queued during prepass
11466 if (!r_shadow_usingdeferredprepass)
11467 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11471 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11472 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11477 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11480 texture_t *texture;
11481 // break the surface list down into batches by texture and use of lightmapping
11482 for (i = 0;i < numsurfaces;i = j)
11485 // texture is the base texture pointer, rsurface.texture is the
11486 // current frame/skin the texture is directing us to use (for example
11487 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11488 // use skin 1 instead)
11489 texture = surfacelist[i]->texture;
11490 rsurface.texture = R_GetCurrentTexture(texture);
11491 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11492 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11494 // if this texture is not the kind we want, skip ahead to the next one
11495 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11499 // simply scan ahead until we find a different texture or lightmap state
11500 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11502 // render the range of surfaces
11503 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11507 float locboxvertex3f[6*4*3] =
11509 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11510 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11511 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11512 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11513 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11514 1,0,0, 0,0,0, 0,1,0, 1,1,0
11517 unsigned short locboxelements[6*2*3] =
11522 12,13,14, 12,14,15,
11523 16,17,18, 16,18,19,
11527 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11530 cl_locnode_t *loc = (cl_locnode_t *)ent;
11532 float vertex3f[6*4*3];
11534 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11535 GL_DepthMask(false);
11536 GL_DepthRange(0, 1);
11537 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11538 GL_DepthTest(true);
11539 GL_CullFace(GL_NONE);
11540 R_EntityMatrix(&identitymatrix);
11542 R_Mesh_VertexPointer(vertex3f, 0, 0);
11543 R_Mesh_ColorPointer(NULL, 0, 0);
11544 R_Mesh_ResetTextureState();
11545 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11547 i = surfacelist[0];
11548 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11551 surfacelist[0] < 0 ? 0.5f : 0.125f);
11553 if (VectorCompare(loc->mins, loc->maxs))
11555 VectorSet(size, 2, 2, 2);
11556 VectorMA(loc->mins, -0.5f, size, mins);
11560 VectorCopy(loc->mins, mins);
11561 VectorSubtract(loc->maxs, loc->mins, size);
11564 for (i = 0;i < 6*4*3;)
11565 for (j = 0;j < 3;j++, i++)
11566 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11568 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11571 void R_DrawLocs(void)
11574 cl_locnode_t *loc, *nearestloc;
11576 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11577 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11579 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11580 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11584 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11586 if (decalsystem->decals)
11587 Mem_Free(decalsystem->decals);
11588 memset(decalsystem, 0, sizeof(*decalsystem));
11591 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)
11594 tridecal_t *decals;
11597 // expand or initialize the system
11598 if (decalsystem->maxdecals <= decalsystem->numdecals)
11600 decalsystem_t old = *decalsystem;
11601 qboolean useshortelements;
11602 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11603 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11604 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11605 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11606 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11607 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11608 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11609 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11610 if (decalsystem->numdecals)
11611 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11613 Mem_Free(old.decals);
11614 for (i = 0;i < decalsystem->maxdecals*3;i++)
11615 decalsystem->element3i[i] = i;
11616 if (useshortelements)
11617 for (i = 0;i < decalsystem->maxdecals*3;i++)
11618 decalsystem->element3s[i] = i;
11621 // grab a decal and search for another free slot for the next one
11622 decals = decalsystem->decals;
11623 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11624 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11626 decalsystem->freedecal = i;
11627 if (decalsystem->numdecals <= i)
11628 decalsystem->numdecals = i + 1;
11630 // initialize the decal
11632 decal->triangleindex = triangleindex;
11633 decal->surfaceindex = surfaceindex;
11634 decal->decalsequence = decalsequence;
11635 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11636 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11637 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11638 decal->color4ub[0][3] = 255;
11639 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11640 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11641 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11642 decal->color4ub[1][3] = 255;
11643 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11644 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11645 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11646 decal->color4ub[2][3] = 255;
11647 decal->vertex3f[0][0] = v0[0];
11648 decal->vertex3f[0][1] = v0[1];
11649 decal->vertex3f[0][2] = v0[2];
11650 decal->vertex3f[1][0] = v1[0];
11651 decal->vertex3f[1][1] = v1[1];
11652 decal->vertex3f[1][2] = v1[2];
11653 decal->vertex3f[2][0] = v2[0];
11654 decal->vertex3f[2][1] = v2[1];
11655 decal->vertex3f[2][2] = v2[2];
11656 decal->texcoord2f[0][0] = t0[0];
11657 decal->texcoord2f[0][1] = t0[1];
11658 decal->texcoord2f[1][0] = t1[0];
11659 decal->texcoord2f[1][1] = t1[1];
11660 decal->texcoord2f[2][0] = t2[0];
11661 decal->texcoord2f[2][1] = t2[1];
11664 extern cvar_t cl_decals_bias;
11665 extern cvar_t cl_decals_models;
11666 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11667 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)
11669 matrix4x4_t projection;
11670 decalsystem_t *decalsystem;
11673 const float *vertex3f;
11674 const msurface_t *surface;
11675 const msurface_t *surfaces;
11676 const int *surfacelist;
11677 const texture_t *texture;
11679 int numsurfacelist;
11680 int surfacelistindex;
11687 float localorigin[3];
11688 float localnormal[3];
11689 float localmins[3];
11690 float localmaxs[3];
11696 float planes[6][4];
11698 float points[2][9][3];
11702 decalsystem = &ent->decalsystem;
11703 model = ent->model;
11704 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11706 R_DecalSystem_Reset(&ent->decalsystem);
11710 if (!model->brush.data_nodes && !cl_decals_models.integer)
11712 if (decalsystem->model)
11713 R_DecalSystem_Reset(decalsystem);
11717 if (decalsystem->model != model)
11718 R_DecalSystem_Reset(decalsystem);
11719 decalsystem->model = model;
11721 RSurf_ActiveModelEntity(ent, false, false, false);
11723 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11724 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11725 VectorNormalize(localnormal);
11726 localsize = worldsize*rsurface.inversematrixscale;
11727 localmins[0] = localorigin[0] - localsize;
11728 localmins[1] = localorigin[1] - localsize;
11729 localmins[2] = localorigin[2] - localsize;
11730 localmaxs[0] = localorigin[0] + localsize;
11731 localmaxs[1] = localorigin[1] + localsize;
11732 localmaxs[2] = localorigin[2] + localsize;
11734 //VectorCopy(localnormal, planes[4]);
11735 //VectorVectors(planes[4], planes[2], planes[0]);
11736 AnglesFromVectors(angles, localnormal, NULL, false);
11737 AngleVectors(angles, planes[0], planes[2], planes[4]);
11738 VectorNegate(planes[0], planes[1]);
11739 VectorNegate(planes[2], planes[3]);
11740 VectorNegate(planes[4], planes[5]);
11741 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11742 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11743 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11744 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11745 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11746 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11751 matrix4x4_t forwardprojection;
11752 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11753 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11758 float projectionvector[4][3];
11759 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11760 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11761 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11762 projectionvector[0][0] = planes[0][0] * ilocalsize;
11763 projectionvector[0][1] = planes[1][0] * ilocalsize;
11764 projectionvector[0][2] = planes[2][0] * ilocalsize;
11765 projectionvector[1][0] = planes[0][1] * ilocalsize;
11766 projectionvector[1][1] = planes[1][1] * ilocalsize;
11767 projectionvector[1][2] = planes[2][1] * ilocalsize;
11768 projectionvector[2][0] = planes[0][2] * ilocalsize;
11769 projectionvector[2][1] = planes[1][2] * ilocalsize;
11770 projectionvector[2][2] = planes[2][2] * ilocalsize;
11771 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11772 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11773 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11774 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11778 dynamic = model->surfmesh.isanimated;
11779 vertex3f = rsurface.modelvertex3f;
11780 numsurfacelist = model->nummodelsurfaces;
11781 surfacelist = model->sortedmodelsurfaces;
11782 surfaces = model->data_surfaces;
11783 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11785 surfaceindex = surfacelist[surfacelistindex];
11786 surface = surfaces + surfaceindex;
11787 // check cull box first because it rejects more than any other check
11788 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11790 // skip transparent surfaces
11791 texture = surface->texture;
11792 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11794 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11796 numtriangles = surface->num_triangles;
11797 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11799 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11801 index = 3*e[cornerindex];
11802 VectorCopy(vertex3f + index, v[cornerindex]);
11805 //TriangleNormal(v[0], v[1], v[2], normal);
11806 //if (DotProduct(normal, localnormal) < 0.0f)
11808 // clip by each of the box planes formed from the projection matrix
11809 // if anything survives, we emit the decal
11810 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]);
11813 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]);
11816 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]);
11819 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]);
11822 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]);
11825 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]);
11828 // some part of the triangle survived, so we have to accept it...
11831 // dynamic always uses the original triangle
11833 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11835 index = 3*e[cornerindex];
11836 VectorCopy(vertex3f + index, v[cornerindex]);
11839 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11841 // convert vertex positions to texcoords
11842 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11843 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11844 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11845 // calculate distance fade from the projection origin
11846 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11847 f = bound(0.0f, f, 1.0f);
11848 c[cornerindex][0] = r * f;
11849 c[cornerindex][1] = g * f;
11850 c[cornerindex][2] = b * f;
11851 c[cornerindex][3] = 1.0f;
11852 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11855 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11857 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11858 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);
11863 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11864 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)
11866 int renderentityindex;
11867 float worldmins[3];
11868 float worldmaxs[3];
11869 entity_render_t *ent;
11871 if (!cl_decals_newsystem.integer)
11874 worldmins[0] = worldorigin[0] - worldsize;
11875 worldmins[1] = worldorigin[1] - worldsize;
11876 worldmins[2] = worldorigin[2] - worldsize;
11877 worldmaxs[0] = worldorigin[0] + worldsize;
11878 worldmaxs[1] = worldorigin[1] + worldsize;
11879 worldmaxs[2] = worldorigin[2] + worldsize;
11881 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11883 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11885 ent = r_refdef.scene.entities[renderentityindex];
11886 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11889 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11893 typedef struct r_decalsystem_splatqueue_s
11895 vec3_t worldorigin;
11896 vec3_t worldnormal;
11902 r_decalsystem_splatqueue_t;
11904 int r_decalsystem_numqueued = 0;
11905 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11907 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)
11909 r_decalsystem_splatqueue_t *queue;
11911 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11914 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11915 VectorCopy(worldorigin, queue->worldorigin);
11916 VectorCopy(worldnormal, queue->worldnormal);
11917 Vector4Set(queue->color, r, g, b, a);
11918 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11919 queue->worldsize = worldsize;
11920 queue->decalsequence = cl.decalsequence++;
11923 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11926 r_decalsystem_splatqueue_t *queue;
11928 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11929 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);
11930 r_decalsystem_numqueued = 0;
11933 extern cvar_t cl_decals_max;
11934 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11937 decalsystem_t *decalsystem = &ent->decalsystem;
11944 if (!decalsystem->numdecals)
11947 if (r_showsurfaces.integer)
11950 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11952 R_DecalSystem_Reset(decalsystem);
11956 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11957 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11959 if (decalsystem->lastupdatetime)
11960 frametime = (cl.time - decalsystem->lastupdatetime);
11963 decalsystem->lastupdatetime = cl.time;
11964 decal = decalsystem->decals;
11965 numdecals = decalsystem->numdecals;
11967 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11969 if (decal->color4ub[0][3])
11971 decal->lived += frametime;
11972 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11974 memset(decal, 0, sizeof(*decal));
11975 if (decalsystem->freedecal > i)
11976 decalsystem->freedecal = i;
11980 decal = decalsystem->decals;
11981 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11984 // collapse the array by shuffling the tail decals into the gaps
11987 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11988 decalsystem->freedecal++;
11989 if (decalsystem->freedecal == numdecals)
11991 decal[decalsystem->freedecal] = decal[--numdecals];
11994 decalsystem->numdecals = numdecals;
11996 if (numdecals <= 0)
11998 // if there are no decals left, reset decalsystem
11999 R_DecalSystem_Reset(decalsystem);
12003 extern skinframe_t *decalskinframe;
12004 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12007 decalsystem_t *decalsystem = &ent->decalsystem;
12016 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12019 numdecals = decalsystem->numdecals;
12023 if (r_showsurfaces.integer)
12026 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12028 R_DecalSystem_Reset(decalsystem);
12032 // if the model is static it doesn't matter what value we give for
12033 // wantnormals and wanttangents, so this logic uses only rules applicable
12034 // to a model, knowing that they are meaningless otherwise
12035 if (ent == r_refdef.scene.worldentity)
12036 RSurf_ActiveWorldEntity();
12038 RSurf_ActiveModelEntity(ent, false, false, false);
12040 decalsystem->lastupdatetime = cl.time;
12041 decal = decalsystem->decals;
12043 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12045 // update vertex positions for animated models
12046 v3f = decalsystem->vertex3f;
12047 c4f = decalsystem->color4f;
12048 t2f = decalsystem->texcoord2f;
12049 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12051 if (!decal->color4ub[0][3])
12054 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12057 // update color values for fading decals
12058 if (decal->lived >= cl_decals_time.value)
12060 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12061 alpha *= (1.0f/255.0f);
12064 alpha = 1.0f/255.0f;
12066 c4f[ 0] = decal->color4ub[0][0] * alpha;
12067 c4f[ 1] = decal->color4ub[0][1] * alpha;
12068 c4f[ 2] = decal->color4ub[0][2] * alpha;
12070 c4f[ 4] = decal->color4ub[1][0] * alpha;
12071 c4f[ 5] = decal->color4ub[1][1] * alpha;
12072 c4f[ 6] = decal->color4ub[1][2] * alpha;
12074 c4f[ 8] = decal->color4ub[2][0] * alpha;
12075 c4f[ 9] = decal->color4ub[2][1] * alpha;
12076 c4f[10] = decal->color4ub[2][2] * alpha;
12079 t2f[0] = decal->texcoord2f[0][0];
12080 t2f[1] = decal->texcoord2f[0][1];
12081 t2f[2] = decal->texcoord2f[1][0];
12082 t2f[3] = decal->texcoord2f[1][1];
12083 t2f[4] = decal->texcoord2f[2][0];
12084 t2f[5] = decal->texcoord2f[2][1];
12086 // update vertex positions for animated models
12087 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12089 e = rsurface.modelelement3i + 3*decal->triangleindex;
12090 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12091 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12092 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12096 VectorCopy(decal->vertex3f[0], v3f);
12097 VectorCopy(decal->vertex3f[1], v3f + 3);
12098 VectorCopy(decal->vertex3f[2], v3f + 6);
12109 r_refdef.stats.drawndecals += numtris;
12111 if (r_refdef.fogenabled)
12113 switch(vid.renderpath)
12115 case RENDERPATH_GL20:
12116 case RENDERPATH_CGGL:
12117 case RENDERPATH_GL13:
12118 case RENDERPATH_GL11:
12119 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12121 alpha = RSurf_FogVertex(v3f);
12130 // now render the decals all at once
12131 // (this assumes they all use one particle font texture!)
12132 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);
12133 R_Mesh_ResetTextureState();
12134 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12135 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12136 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12137 GL_DepthMask(false);
12138 GL_DepthRange(0, 1);
12139 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12140 GL_DepthTest(true);
12141 GL_CullFace(GL_NONE);
12142 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12143 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12144 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12148 static void R_DrawModelDecals(void)
12152 // fade faster when there are too many decals
12153 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12154 for (i = 0;i < r_refdef.scene.numentities;i++)
12155 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12157 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12158 for (i = 0;i < r_refdef.scene.numentities;i++)
12159 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12162 R_DecalSystem_ApplySplatEntitiesQueue();
12164 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12165 for (i = 0;i < r_refdef.scene.numentities;i++)
12166 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12168 r_refdef.stats.totaldecals += numdecals;
12170 if (r_showsurfaces.integer)
12173 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12175 for (i = 0;i < r_refdef.scene.numentities;i++)
12177 if (!r_refdef.viewcache.entityvisible[i])
12179 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12180 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12184 void R_DrawDebugModel(void)
12186 entity_render_t *ent = rsurface.entity;
12187 int i, j, k, l, flagsmask;
12189 const msurface_t *surface;
12190 dp_model_t *model = ent->model;
12193 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12195 R_Mesh_ColorPointer(NULL, 0, 0);
12196 R_Mesh_ResetTextureState();
12197 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12198 GL_DepthRange(0, 1);
12199 GL_DepthTest(!r_showdisabledepthtest.integer);
12200 GL_DepthMask(false);
12201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12203 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12205 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12206 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12208 if (brush->colbrushf && brush->colbrushf->numtriangles)
12210 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12211 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12212 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12215 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12217 if (surface->num_collisiontriangles)
12219 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12220 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12221 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12226 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12228 if (r_showtris.integer || r_shownormals.integer)
12230 if (r_showdisabledepthtest.integer)
12232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12233 GL_DepthMask(false);
12237 GL_BlendFunc(GL_ONE, GL_ZERO);
12238 GL_DepthMask(true);
12240 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12242 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12244 rsurface.texture = R_GetCurrentTexture(surface->texture);
12245 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12247 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12248 if (r_showtris.value > 0)
12250 if (!rsurface.texture->currentlayers->depthmask)
12251 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12252 else if (ent == r_refdef.scene.worldentity)
12253 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12255 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12256 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12257 R_Mesh_ColorPointer(NULL, 0, 0);
12258 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12259 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12260 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12262 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12265 if (r_shownormals.value < 0)
12267 qglBegin(GL_LINES);
12268 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12270 VectorCopy(rsurface.vertex3f + l * 3, v);
12271 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12272 qglVertex3f(v[0], v[1], v[2]);
12273 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12274 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12275 qglVertex3f(v[0], v[1], v[2]);
12280 if (r_shownormals.value > 0)
12282 qglBegin(GL_LINES);
12283 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12285 VectorCopy(rsurface.vertex3f + l * 3, v);
12286 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12287 qglVertex3f(v[0], v[1], v[2]);
12288 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12289 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12290 qglVertex3f(v[0], v[1], v[2]);
12294 qglBegin(GL_LINES);
12295 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12297 VectorCopy(rsurface.vertex3f + l * 3, v);
12298 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12299 qglVertex3f(v[0], v[1], v[2]);
12300 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12301 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12302 qglVertex3f(v[0], v[1], v[2]);
12306 qglBegin(GL_LINES);
12307 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12309 VectorCopy(rsurface.vertex3f + l * 3, v);
12310 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12311 qglVertex3f(v[0], v[1], v[2]);
12312 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12313 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12314 qglVertex3f(v[0], v[1], v[2]);
12321 rsurface.texture = NULL;
12325 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12326 int r_maxsurfacelist = 0;
12327 const msurface_t **r_surfacelist = NULL;
12328 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12330 int i, j, endj, flagsmask;
12331 dp_model_t *model = r_refdef.scene.worldmodel;
12332 msurface_t *surfaces;
12333 unsigned char *update;
12334 int numsurfacelist = 0;
12338 if (r_maxsurfacelist < model->num_surfaces)
12340 r_maxsurfacelist = model->num_surfaces;
12342 Mem_Free((msurface_t**)r_surfacelist);
12343 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12346 RSurf_ActiveWorldEntity();
12348 surfaces = model->data_surfaces;
12349 update = model->brushq1.lightmapupdateflags;
12351 // update light styles on this submodel
12352 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12354 model_brush_lightstyleinfo_t *style;
12355 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12357 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12359 int *list = style->surfacelist;
12360 style->value = r_refdef.scene.lightstylevalue[style->style];
12361 for (j = 0;j < style->numsurfaces;j++)
12362 update[list[j]] = true;
12367 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12371 R_DrawDebugModel();
12372 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12376 rsurface.uselightmaptexture = false;
12377 rsurface.texture = NULL;
12378 rsurface.rtlight = NULL;
12379 numsurfacelist = 0;
12380 // add visible surfaces to draw list
12381 for (i = 0;i < model->nummodelsurfaces;i++)
12383 j = model->sortedmodelsurfaces[i];
12384 if (r_refdef.viewcache.world_surfacevisible[j])
12385 r_surfacelist[numsurfacelist++] = surfaces + j;
12387 // update lightmaps if needed
12388 if (model->brushq1.firstrender)
12390 model->brushq1.firstrender = false;
12391 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12393 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12397 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12398 if (r_refdef.viewcache.world_surfacevisible[j])
12400 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12402 // don't do anything if there were no surfaces
12403 if (!numsurfacelist)
12405 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12408 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12409 GL_AlphaTest(false);
12411 // add to stats if desired
12412 if (r_speeds.integer && !skysurfaces && !depthonly)
12414 r_refdef.stats.world_surfaces += numsurfacelist;
12415 for (j = 0;j < numsurfacelist;j++)
12416 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12422 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12424 int i, j, endj, flagsmask;
12425 dp_model_t *model = ent->model;
12426 msurface_t *surfaces;
12427 unsigned char *update;
12428 int numsurfacelist = 0;
12432 if (r_maxsurfacelist < model->num_surfaces)
12434 r_maxsurfacelist = model->num_surfaces;
12436 Mem_Free((msurface_t **)r_surfacelist);
12437 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12440 // if the model is static it doesn't matter what value we give for
12441 // wantnormals and wanttangents, so this logic uses only rules applicable
12442 // to a model, knowing that they are meaningless otherwise
12443 if (ent == r_refdef.scene.worldentity)
12444 RSurf_ActiveWorldEntity();
12445 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12446 RSurf_ActiveModelEntity(ent, false, false, false);
12448 RSurf_ActiveModelEntity(ent, true, true, true);
12449 else if (depthonly)
12451 switch (vid.renderpath)
12453 case RENDERPATH_GL20:
12454 case RENDERPATH_CGGL:
12455 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12457 case RENDERPATH_GL13:
12458 case RENDERPATH_GL11:
12459 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12465 switch (vid.renderpath)
12467 case RENDERPATH_GL20:
12468 case RENDERPATH_CGGL:
12469 RSurf_ActiveModelEntity(ent, true, true, false);
12471 case RENDERPATH_GL13:
12472 case RENDERPATH_GL11:
12473 RSurf_ActiveModelEntity(ent, true, false, false);
12478 surfaces = model->data_surfaces;
12479 update = model->brushq1.lightmapupdateflags;
12481 // update light styles
12482 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12484 model_brush_lightstyleinfo_t *style;
12485 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12487 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12489 int *list = style->surfacelist;
12490 style->value = r_refdef.scene.lightstylevalue[style->style];
12491 for (j = 0;j < style->numsurfaces;j++)
12492 update[list[j]] = true;
12497 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12501 R_DrawDebugModel();
12502 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12506 rsurface.uselightmaptexture = false;
12507 rsurface.texture = NULL;
12508 rsurface.rtlight = NULL;
12509 numsurfacelist = 0;
12510 // add visible surfaces to draw list
12511 for (i = 0;i < model->nummodelsurfaces;i++)
12512 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12513 // don't do anything if there were no surfaces
12514 if (!numsurfacelist)
12516 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12519 // update lightmaps if needed
12523 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12528 R_BuildLightMap(ent, surfaces + j);
12533 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12535 R_BuildLightMap(ent, surfaces + j);
12536 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12537 GL_AlphaTest(false);
12539 // add to stats if desired
12540 if (r_speeds.integer && !skysurfaces && !depthonly)
12542 r_refdef.stats.entities_surfaces += numsurfacelist;
12543 for (j = 0;j < numsurfacelist;j++)
12544 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12547 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12550 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12552 static texture_t texture;
12553 static msurface_t surface;
12554 const msurface_t *surfacelist = &surface;
12556 // fake enough texture and surface state to render this geometry
12558 texture.update_lastrenderframe = -1; // regenerate this texture
12559 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12560 texture.currentskinframe = skinframe;
12561 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12562 texture.specularscalemod = 1;
12563 texture.specularpowermod = 1;
12565 surface.texture = &texture;
12566 surface.num_triangles = numtriangles;
12567 surface.num_firsttriangle = firsttriangle;
12568 surface.num_vertices = numvertices;
12569 surface.num_firstvertex = firstvertex;
12572 rsurface.texture = R_GetCurrentTexture(surface.texture);
12573 rsurface.uselightmaptexture = false;
12574 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12577 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)
12579 static msurface_t surface;
12580 const msurface_t *surfacelist = &surface;
12582 // fake enough texture and surface state to render this geometry
12584 surface.texture = texture;
12585 surface.num_triangles = numtriangles;
12586 surface.num_firsttriangle = firsttriangle;
12587 surface.num_vertices = numvertices;
12588 surface.num_firstvertex = firstvertex;
12591 rsurface.texture = R_GetCurrentTexture(surface.texture);
12592 rsurface.uselightmaptexture = false;
12593 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);