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_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 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)"};
113 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"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
153 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"};
155 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"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 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)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 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);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// 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"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#ifdef MODE_LIGHTSOURCE\n"
844 "varying vec3 LightVector;\n"
846 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// 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"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2DRect Texture_ScreenDepth;\n"
926 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
930 "uniform sampler2DRect Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " 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"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " 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"
1125 " 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"
1126 " 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"
1127 " 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"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " 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"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " 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"
1189 " 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"
1190 " 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"
1191 " 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"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1318 " // calculate viewspace pixel position\n"
1320 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1321 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1322 " // decode viewspace pixel normal\n"
1323 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1324 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1325 " // surfacenormal = pixel normal in viewspace\n"
1326 " // LightVector = pixel to light in viewspace\n"
1327 " // CubeVector = position in lightspace\n"
1328 " // eyevector = pixel to view in viewspace\n"
1329 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1330 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1331 "#ifdef USEDIFFUSE\n"
1332 " // calculate diffuse shading\n"
1333 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1334 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1336 "#ifdef USESPECULAR\n"
1337 " // calculate directional shading\n"
1338 " vec3 eyevector = position * -1.0;\n"
1339 "# ifdef USEEXACTSPECULARMATH\n"
1340 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1342 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1347 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1348 " fade *= ShadowMapCompare(CubeVector);\n"
1351 "#ifdef USEDIFFUSE\n"
1352 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1354 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1356 "#ifdef USESPECULAR\n"
1357 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1359 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "# ifdef USECUBEFILTER\n"
1363 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1364 " gl_FragData[0].rgb *= cubecolor;\n"
1365 " gl_FragData[1].rgb *= cubecolor;\n"
1368 "#endif // FRAGMENT_SHADER\n"
1369 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1374 "#ifdef VERTEX_SHADER\n"
1375 "uniform mat4 TexMatrix;\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "uniform mat4 BackgroundTexMatrix;\n"
1379 "#ifdef MODE_LIGHTSOURCE\n"
1380 "uniform mat4 ModelToLight;\n"
1384 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1385 " gl_FrontColor = gl_Color;\n"
1387 " // copy the surface texcoord\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#ifdef USELIGHTMAP\n"
1393 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1396 "#ifdef MODE_LIGHTSOURCE\n"
1397 " // transform vertex position into light attenuation/cubemap space\n"
1398 " // (-1 to +1 across the light box)\n"
1399 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1401 "# ifdef USEDIFFUSE\n"
1402 " // transform unnormalized light direction into tangent space\n"
1403 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1404 " // normalize it per pixel)\n"
1405 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1406 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1407 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1408 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1412 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1413 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1414 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1415 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1418 " // transform unnormalized eye direction into tangent space\n"
1419 "#ifdef USEEYEVECTOR\n"
1420 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1421 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1422 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1423 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1428 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1431 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1432 " VectorS = gl_MultiTexCoord1.xyz;\n"
1433 " VectorT = gl_MultiTexCoord2.xyz;\n"
1434 " VectorR = gl_MultiTexCoord3.xyz;\n"
1437 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#ifdef USEREFLECTION\n"
1441 " ModelViewProjectionPosition = gl_Position;\n"
1444 "#endif // VERTEX_SHADER\n"
1449 "#ifdef FRAGMENT_SHADER\n"
1450 "#ifdef USEDEFERREDLIGHTMAP\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1524 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1525 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1526 "#ifdef USESPECULAR\n"
1527 "#ifdef USEEXACTSPECULARMATH\n"
1528 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1530 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1531 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1533 " color.rgb += glosstex * (specular * Color_Specular);\n"
1535 " color.rgb *= LightColor;\n"
1536 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1537 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1538 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1540 "# ifdef USECUBEFILTER\n"
1541 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1543 "#endif // MODE_LIGHTSOURCE\n"
1548 "#ifdef MODE_LIGHTDIRECTION\n"
1550 "#ifdef USEDIFFUSE\n"
1551 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1553 "#define lightcolor LightColor\n"
1554 "#endif // MODE_LIGHTDIRECTION\n"
1555 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1557 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1558 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1559 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1560 " // convert modelspace light vector to tangentspace\n"
1561 " myhalf3 lightnormal;\n"
1562 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1563 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1564 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1565 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1566 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1567 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1568 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1569 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1570 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1571 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1572 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1573 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1574 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1575 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1576 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1578 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1579 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1580 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1586 "#ifdef MODE_LIGHTMAP\n"
1587 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1588 "#endif // MODE_LIGHTMAP\n"
1589 "#ifdef MODE_VERTEXCOLOR\n"
1590 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1591 "#endif // MODE_VERTEXCOLOR\n"
1592 "#ifdef MODE_FLATCOLOR\n"
1593 " color.rgb = diffusetex * Color_Ambient;\n"
1594 "#endif // MODE_FLATCOLOR\n"
1600 "# ifdef USEDIFFUSE\n"
1601 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1602 "# ifdef USESPECULAR\n"
1603 "# ifdef USEEXACTSPECULARMATH\n"
1604 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1606 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1607 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1609 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1611 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1614 " color.rgb = diffusetex * Color_Ambient;\n"
1618 "#ifdef USEDEFERREDLIGHTMAP\n"
1619 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1620 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1624 "#ifdef USEVERTEXTEXTUREBLEND\n"
1625 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1627 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1632 "#ifdef MODE_LIGHTSOURCE\n"
1633 " color.rgb *= myhalf(FogVertex());\n"
1635 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1639 " // 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"
1640 "#ifdef USEREFLECTION\n"
1641 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1642 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1643 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1644 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1645 " // FIXME temporary hack to detect the case that the reflection\n"
1646 " // gets blackened at edges due to leaving the area that contains actual\n"
1648 " // Remove this 'ack once we have a better way to stop this thing from\n"
1650 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1651 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1652 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1653 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1654 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1655 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1658 " gl_FragColor = vec4(color);\n"
1660 "#endif // FRAGMENT_SHADER\n"
1662 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1663 "#endif // !MODE_DEFERREDGEOMETRY\n"
1664 "#endif // !MODE_WATER\n"
1665 "#endif // !MODE_REFRACTION\n"
1666 "#endif // !MODE_BLOOMBLUR\n"
1667 "#endif // !MODE_GENERIC\n"
1668 "#endif // !MODE_POSTPROCESS\n"
1669 "#endif // !MODE_SHOWDEPTH\n"
1670 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1674 =========================================================================================================================================================
1678 =========================================================================================================================================================
1682 =========================================================================================================================================================
1686 =========================================================================================================================================================
1690 =========================================================================================================================================================
1694 =========================================================================================================================================================
1698 =========================================================================================================================================================
1701 const char *builtincgshaderstring =
1702 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1703 "// written by Forest 'LordHavoc' Hale\n"
1704 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1706 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1709 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1710 "#define USELIGHTMAP\n"
1712 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1713 "#define USEEYEVECTOR\n"
1716 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1717 "#ifdef VERTEX_SHADER\n"
1720 "float4 gl_Vertex : POSITION,\n"
1721 "uniform float4x4 ModelViewProjectionMatrix,\n"
1722 "out float4 gl_Position : POSITION\n"
1725 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1728 "#else // !MODE_DEPTH_ORSHADOW\n"
1733 "#ifdef MODE_SHOWDEPTH\n"
1734 "#ifdef VERTEX_SHADER\n"
1737 "float4 gl_Vertex : POSITION,\n"
1738 "uniform float4x4 ModelViewProjectionMatrix,\n"
1739 "out float4 gl_Position : POSITION,\n"
1740 "out float4 gl_FrontColor : COLOR0\n"
1743 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1744 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1748 "#ifdef FRAGMENT_SHADER\n"
1751 "float4 gl_FrontColor : COLOR0,\n"
1752 "out float4 gl_FragColor : COLOR\n"
1755 " gl_FragColor = gl_FrontColor;\n"
1758 "#else // !MODE_SHOWDEPTH\n"
1763 "#ifdef MODE_POSTPROCESS\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1771 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1772 "out float4 gl_Position : POSITION,\n"
1773 "out float2 TexCoord1 : TEXCOORD0,\n"
1774 "out float2 TexCoord2 : TEXCOORD1\n"
1777 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1778 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1780 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1785 "#ifdef FRAGMENT_SHADER\n"
1788 "float2 TexCoord1 : TEXCOORD0,\n"
1789 "float2 TexCoord2 : TEXCOORD1,\n"
1790 "uniform sampler2D Texture_First,\n"
1792 "uniform sampler2D Texture_Second,\n"
1794 "#ifdef USEGAMMARAMPS\n"
1795 "uniform sampler2D Texture_GammaRamps,\n"
1797 "#ifdef USESATURATION\n"
1798 "uniform float Saturation,\n"
1800 "#ifdef USEVIEWTINT\n"
1801 "uniform float4 ViewTintColor,\n"
1803 "uniform float4 UserVec1,\n"
1804 "uniform float4 UserVec2,\n"
1805 "uniform float4 UserVec3,\n"
1806 "uniform float4 UserVec4,\n"
1807 "uniform float ClientTime,\n"
1808 "uniform float2 PixelSize,\n"
1809 "out float4 gl_FragColor : COLOR\n"
1812 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1814 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1816 "#ifdef USEVIEWTINT\n"
1817 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1820 "#ifdef USEPOSTPROCESSING\n"
1821 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1822 "// 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"
1823 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1824 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1825 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1826 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1827 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1828 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1831 "#ifdef USESATURATION\n"
1832 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1833 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1834 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1835 " gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
1838 "#ifdef USEGAMMARAMPS\n"
1839 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1840 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1841 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1845 "#else // !MODE_POSTPROCESS\n"
1850 "#ifdef MODE_GENERIC\n"
1851 "#ifdef VERTEX_SHADER\n"
1854 "float4 gl_Vertex : POSITION,\n"
1855 "uniform float4x4 ModelViewProjectionMatrix,\n"
1856 "float4 gl_Color : COLOR0,\n"
1857 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1858 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1859 "out float4 gl_Position : POSITION,\n"
1860 "out float4 gl_FrontColor : COLOR,\n"
1861 "out float2 TexCoord1 : TEXCOORD0,\n"
1862 "out float2 TexCoord2 : TEXCOORD1\n"
1865 " gl_FrontColor = gl_Color;\n"
1866 "#ifdef USEDIFFUSE\n"
1867 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1869 "#ifdef USESPECULAR\n"
1870 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1872 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1876 "#ifdef FRAGMENT_SHADER\n"
1880 "float4 gl_FrontColor : COLOR,\n"
1881 "float2 TexCoord1 : TEXCOORD0,\n"
1882 "float2 TexCoord2 : TEXCOORD1,\n"
1883 "#ifdef USEDIFFUSE\n"
1884 "uniform sampler2D Texture_First,\n"
1886 "#ifdef USESPECULAR\n"
1887 "uniform sampler2D Texture_Second,\n"
1889 "out float4 gl_FragColor : COLOR\n"
1892 " gl_FragColor = gl_FrontColor;\n"
1893 "#ifdef USEDIFFUSE\n"
1894 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1897 "#ifdef USESPECULAR\n"
1898 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1899 "# ifdef USECOLORMAPPING\n"
1900 " gl_FragColor *= tex2;\n"
1903 " gl_FragColor += tex2;\n"
1905 "# ifdef USEVERTEXTEXTUREBLEND\n"
1906 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
1911 "#else // !MODE_GENERIC\n"
1916 "#ifdef MODE_BLOOMBLUR\n"
1917 "#ifdef VERTEX_SHADER\n"
1920 "float4 gl_Vertex : POSITION,\n"
1921 "uniform float4x4 ModelViewProjectionMatrix,\n"
1922 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1923 "out float4 gl_Position : POSITION,\n"
1924 "out float2 TexCoord : TEXCOORD0\n"
1927 " TexCoord = gl_MultiTexCoord0.xy;\n"
1928 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1932 "#ifdef FRAGMENT_SHADER\n"
1936 "float2 TexCoord : TEXCOORD0,\n"
1937 "uniform sampler2D Texture_First,\n"
1938 "uniform float4 BloomBlur_Parameters,\n"
1939 "out float4 gl_FragColor : COLOR\n"
1943 " float2 tc = TexCoord;\n"
1944 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1945 " tc += BloomBlur_Parameters.xy;\n"
1946 " for (i = 1;i < SAMPLES;i++)\n"
1948 " color += tex2D(Texture_First, tc).rgb;\n"
1949 " tc += BloomBlur_Parameters.xy;\n"
1951 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1954 "#else // !MODE_BLOOMBLUR\n"
1955 "#ifdef MODE_REFRACTION\n"
1956 "#ifdef VERTEX_SHADER\n"
1959 "float4 gl_Vertex : POSITION,\n"
1960 "uniform float4x4 ModelViewProjectionMatrix,\n"
1961 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1962 "uniform mat4 TexMatrix,\n"
1963 "uniform float3 EyePosition,\n"
1964 "out float4 gl_Position : POSITION,\n"
1965 "out float2 TexCoord : TEXCOORD0,\n"
1966 "out float3 EyeVector : TEXCOORD1,\n"
1967 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1970 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1971 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1972 " ModelViewProjectionPosition = gl_Position;\n"
1976 "#ifdef FRAGMENT_SHADER\n"
1979 "float2 TexCoord : TEXCOORD0,\n"
1980 "float3 EyeVector : TEXCOORD1,\n"
1981 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1982 "uniform sampler2D Texture_Normal,\n"
1983 "uniform sampler2D Texture_Refraction,\n"
1984 "uniform sampler2D Texture_Reflection,\n"
1985 "uniform float4 DistortScaleRefractReflect,\n"
1986 "uniform float4 ScreenScaleRefractReflect,\n"
1987 "uniform float4 ScreenCenterRefractReflect,\n"
1988 "uniform float4 RefractColor,\n"
1989 "out float4 gl_FragColor : COLOR\n"
1992 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1993 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1994 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1995 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1996 " // FIXME temporary hack to detect the case that the reflection\n"
1997 " // gets blackened at edges due to leaving the area that contains actual\n"
1999 " // Remove this 'ack once we have a better way to stop this thing from\n"
2001 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2002 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2003 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2004 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2005 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2006 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2009 "#else // !MODE_REFRACTION\n"
2014 "#ifdef MODE_WATER\n"
2015 "#ifdef VERTEX_SHADER\n"
2019 "float4 gl_Vertex : POSITION,\n"
2020 "uniform float4x4 ModelViewProjectionMatrix,\n"
2021 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2022 "uniform mat4 TexMatrix,\n"
2023 "uniform float3 EyePosition,\n"
2024 "out float4 gl_Position : POSITION,\n"
2025 "out float2 TexCoord : TEXCOORD0,\n"
2026 "out float3 EyeVector : TEXCOORD1,\n"
2027 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2030 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2031 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2032 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2033 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2034 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2035 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2036 " ModelViewProjectionPosition = gl_Position;\n"
2040 "#ifdef FRAGMENT_SHADER\n"
2043 "float2 TexCoord : TEXCOORD0,\n"
2044 "float3 EyeVector : TEXCOORD1,\n"
2045 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2046 "uniform sampler2D Texture_Normal,\n"
2047 "uniform sampler2D Texture_Refraction,\n"
2048 "uniform sampler2D Texture_Reflection,\n"
2049 "uniform float4 DistortScaleRefractReflect,\n"
2050 "uniform float4 ScreenScaleRefractReflect,\n"
2051 "uniform float4 ScreenCenterRefractReflect,\n"
2052 "uniform float4 RefractColor,\n"
2053 "uniform float4 ReflectColor,\n"
2054 "uniform float ReflectFactor,\n"
2055 "uniform float ReflectOffset,\n"
2056 "out float4 gl_FragColor : COLOR\n"
2059 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2060 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2061 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2062 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2063 " // FIXME temporary hack to detect the case that the reflection\n"
2064 " // gets blackened at edges due to leaving the area that contains actual\n"
2066 " // Remove this 'ack once we have a better way to stop this thing from\n"
2068 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2070 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2071 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2072 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2073 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2075 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2076 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2077 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2078 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2079 " gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2082 "#else // !MODE_WATER\n"
2087 "// 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"
2089 "// fragment shader specific:\n"
2090 "#ifdef FRAGMENT_SHADER\n"
2093 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2096 "#ifdef USEFOGOUTSIDE\n"
2097 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2099 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2101 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2105 "#ifdef USEOFFSETMAPPING\n"
2106 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2108 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2109 " // 14 sample relief mapping: linear search and then binary search\n"
2110 " // this basically steps forward a small amount repeatedly until it finds\n"
2111 " // itself inside solid, then jitters forward and back using decreasing\n"
2112 " // amounts to find the impact\n"
2113 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2114 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2115 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2116 " float3 RT = float3(TexCoord, 1);\n"
2117 " OffsetVector *= 0.1;\n"
2118 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2119 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2120 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2121 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2122 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2126 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2127 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2128 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2129 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2130 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2131 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2134 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2135 " // this basically moves forward the full distance, and then backs up based\n"
2136 " // on height of samples\n"
2137 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2138 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2139 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2140 " TexCoord += OffsetVector;\n"
2141 " OffsetVector *= 0.333;\n"
2142 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2143 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2144 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2145 " return TexCoord;\n"
2148 "#endif // USEOFFSETMAPPING\n"
2150 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2151 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2152 "# ifndef USESHADOWMAPVSDCT\n"
2153 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2155 " float3 adir = abs(dir);\n"
2159 " if (adir.x > adir.y)\n"
2161 " if (adir.x > adir.z) // X\n"
2165 " offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2171 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2176 " if (adir.y > adir.z) // Y\n"
2180 " offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2186 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2190 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2191 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2192 " stc.z += ShadowMap_Parameters.z;\n"
2196 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2198 " float3 adir = abs(dir);\n"
2199 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2200 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2201 " float3 stc = float3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2202 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2203 " stc.z += ShadowMap_Parameters.z;\n"
2207 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2209 "#ifdef USESHADOWMAPCUBE\n"
2210 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2212 " float3 adir = abs(dir);\n"
2213 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2217 "# ifdef USESHADOWMAPRECT\n"
2218 "#ifdef USESHADOWMAPVSDCT\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2221 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2224 "#ifdef USESHADOWMAPVSDCT\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2227 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2230 "# ifdef USESHADOWSAMPLER\n"
2232 "# ifdef USESHADOWMAPPCF\n"
2233 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2234 " 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"
2236 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2241 "# ifdef USESHADOWMAPPCF\n"
2242 "# if USESHADOWMAPPCF > 1\n"
2243 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2244 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2245 " 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"
2246 " 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"
2247 " 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"
2248 " 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"
2249 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2250 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2252 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2253 " float2 offset = fract(shadowmaptc.xy);\n"
2254 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2255 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2256 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2257 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2258 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2261 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2269 "# ifdef USESHADOWMAP2D\n"
2270 "#ifdef USESHADOWMAPVSDCT\n"
2271 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2273 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2276 "#ifdef USESHADOWMAPVSDCT\n"
2277 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2279 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2283 "# ifdef USESHADOWSAMPLER\n"
2284 "# ifdef USESHADOWMAPPCF\n"
2285 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2286 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2287 " 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"
2289 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2292 "# ifdef USESHADOWMAPPCF\n"
2293 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2294 "# ifdef GL_ARB_texture_gather\n"
2295 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2297 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2299 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2300 " center *= ShadowMap_TextureScale;\n"
2301 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2302 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2303 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2304 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2305 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2306 " mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2309 "# ifdef GL_EXT_gpu_shader4\n"
2310 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
2312 "# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2314 "# if USESHADOWMAPPCF > 1\n"
2315 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2316 " center *= ShadowMap_TextureScale;\n"
2317 " 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"
2318 " 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"
2319 " 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"
2320 " 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"
2321 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2324 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
2325 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2326 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2327 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2328 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2329 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2333 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2340 "# ifdef USESHADOWMAPCUBE\n"
2341 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2343 " // apply depth texture cubemap as light filter\n"
2344 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2346 "# ifdef USESHADOWSAMPLER\n"
2347 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2349 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2354 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2355 "#endif // FRAGMENT_SHADER\n"
2360 "#ifdef MODE_DEFERREDGEOMETRY\n"
2361 "#ifdef VERTEX_SHADER\n"
2364 "float4 gl_Vertex : POSITION,\n"
2365 "uniform float4x4 ModelViewProjectionMatrix,\n"
2366 "#ifdef USEVERTEXTEXTUREBLEND\n"
2367 "float4 gl_Color : COLOR0,\n"
2369 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2370 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2371 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2372 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2373 "uniform mat4 TexMatrix,\n"
2374 "#ifdef USEVERTEXTEXTUREBLEND\n"
2375 "uniform mat4 BackgroundTexMatrix,\n"
2377 "uniform mat4 ModelViewMatrix,\n"
2378 "out float4 gl_Position : POSITION,\n"
2379 "out float4 gl_FrontColor : COLOR,\n"
2380 "out float4 TexCoordBoth : TEXCOORD0,\n"
2381 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2382 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2383 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2386 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2387 "#ifdef USEVERTEXTEXTUREBLEND\n"
2388 " gl_FrontColor = gl_Color;\n"
2389 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2392 " // transform unnormalized eye direction into tangent space\n"
2393 "#ifdef USEOFFSETMAPPING\n"
2394 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2395 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2396 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2397 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2400 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2401 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2402 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2403 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2405 "#endif // VERTEX_SHADER\n"
2407 "#ifdef FRAGMENT_SHADER\n"
2410 "float4 TexCoordBoth : TEXCOORD0,\n"
2411 "float3 EyeVector : TEXCOORD2,\n"
2412 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2413 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2414 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2415 "uniform sampler2D Texture_Normal,\n"
2416 "#ifdef USEALPHAKILL\n"
2417 "uniform sampler2D Texture_Color,\n"
2419 "#ifdef USEVERTEXTEXTUREBLEND\n"
2420 "uniform sampler2D Texture_SecondaryNormal,\n"
2422 "#ifdef USEOFFSETMAPPING\n"
2423 "uniform float OffsetMapping_Scale,\n"
2425 "uniform half SpecularPower,\n"
2426 "out float4 gl_FragColor : COLOR\n"
2429 " float2 TexCoord = TexCoordBoth.xy;\n"
2430 "#ifdef USEOFFSETMAPPING\n"
2431 " // apply offsetmapping\n"
2432 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2433 "#define TexCoord TexCoordOffset\n"
2436 "#ifdef USEALPHAKILL\n"
2437 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2441 "#ifdef USEVERTEXTEXTUREBLEND\n"
2442 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2443 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2444 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2445 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 " float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2451 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2454 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2456 "#endif // FRAGMENT_SHADER\n"
2457 "#else // !MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2463 "#ifdef VERTEX_SHADER\n"
2466 "float4 gl_Vertex : POSITION,\n"
2467 "uniform float4x4 ModelViewProjectionMatrix,\n"
2468 "uniform mat4 ModelViewMatrix,\n"
2469 "out float4 gl_Position : POSITION,\n"
2470 "out float4 ModelViewPosition : TEXCOORD0\n"
2473 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2474 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2476 "#endif // VERTEX_SHADER\n"
2478 "#ifdef FRAGMENT_SHADER\n"
2481 "float2 Pixel : WPOS,\n"
2482 "float4 ModelViewPosition : TEXCOORD0,\n"
2483 "uniform mat4 ViewToLight,\n"
2484 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2485 "uniform float3 LightPosition,\n"
2486 "uniform half3 DeferredColor_Ambient,\n"
2487 "uniform half3 DeferredColor_Diffuse,\n"
2488 "#ifdef USESPECULAR\n"
2489 "uniform half3 DeferredColor_Specular,\n"
2490 "uniform half SpecularPower,\n"
2492 "uniform sampler2D Texture_Attenuation,\n"
2493 "uniform samplerRECT Texture_ScreenDepth,\n"
2494 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2496 "#ifdef USESHADOWMAPRECT\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2500 "uniform samplerRECT Texture_ShadowMapRect,\n"
2504 "#ifdef USESHADOWMAP2D\n"
2505 "# ifdef USESHADOWSAMPLER\n"
2506 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2508 "uniform sampler2D Texture_ShadowMap2D,\n"
2512 "#ifdef USESHADOWMAPVSDCT\n"
2513 "uniform samplerCUBE Texture_CubeProjection,\n"
2516 "#ifdef USESHADOWMAPCUBE\n"
2517 "# ifdef USESHADOWSAMPLER\n"
2518 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2520 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2524 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2525 "uniform float2 ShadowMap_TextureScale,\n"
2526 "uniform float4 ShadowMap_Parameters,\n"
2529 "out float4 gl_FragData0 : COLOR0,\n"
2530 "out float4 gl_FragData1 : COLOR1\n"
2533 " // calculate viewspace pixel position\n"
2534 " float3 position;\n"
2535 " position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
2536 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2537 " // decode viewspace pixel normal\n"
2538 " half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
2539 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2540 " // surfacenormal = pixel normal in viewspace\n"
2541 " // LightVector = pixel to light in viewspace\n"
2542 " // CubeVector = position in lightspace\n"
2543 " // eyevector = pixel to view in viewspace\n"
2544 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2545 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2546 "#ifdef USEDIFFUSE\n"
2547 " // calculate diffuse shading\n"
2548 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2549 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2551 "#ifdef USESPECULAR\n"
2552 " // calculate directional shading\n"
2553 " float3 eyevector = position * -1.0;\n"
2554 "# ifdef USEEXACTSPECULARMATH\n"
2555 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2557 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2558 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2562 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2563 " fade *= ShadowMapCompare(CubeVector,\n"
2564 "# if defined(USESHADOWMAP2D)\n"
2565 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2567 "# if defined(USESHADOWMAPRECT)\n"
2568 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2570 "# if defined(USESHADOWMAPCUBE)\n"
2571 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2574 "#ifdef USESHADOWMAPVSDCT\n"
2575 ", Texture_CubeProjection\n"
2580 "#ifdef USEDIFFUSE\n"
2581 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2583 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2585 "#ifdef USESPECULAR\n"
2586 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2588 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2591 "# ifdef USECUBEFILTER\n"
2592 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2593 " gl_FragData0.rgb *= cubecolor;\n"
2594 " gl_FragData1.rgb *= cubecolor;\n"
2597 "#endif // FRAGMENT_SHADER\n"
2598 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2603 "#ifdef VERTEX_SHADER\n"
2606 "float4 gl_Vertex : POSITION,\n"
2607 "uniform float4x4 ModelViewProjectionMatrix,\n"
2608 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2609 "float4 gl_Color : COLOR0,\n"
2611 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2612 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2613 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2614 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2615 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2617 "uniform float3 EyePosition,\n"
2618 "uniform mat4 TexMatrix,\n"
2619 "#ifdef USEVERTEXTEXTUREBLEND\n"
2620 "uniform mat4 BackgroundTexMatrix,\n"
2622 "#ifdef MODE_LIGHTSOURCE\n"
2623 "uniform mat4 ModelToLight,\n"
2625 "#ifdef MODE_LIGHTSOURCE\n"
2626 "uniform float3 LightPosition,\n"
2628 "#ifdef MODE_LIGHTDIRECTION\n"
2629 "uniform float3 LightDir,\n"
2631 "uniform float4 FogPlane,\n"
2632 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2633 "uniform float3 LightPosition,\n"
2636 "out float4 gl_FrontColor : COLOR,\n"
2637 "out float4 TexCoordBoth : TEXCOORD0,\n"
2638 "#ifdef USELIGHTMAP\n"
2639 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2641 "#ifdef USEEYEVECTOR\n"
2642 "out float3 EyeVector : TEXCOORD2,\n"
2644 "#ifdef USEREFLECTION\n"
2645 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2648 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2650 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2651 "out float3 LightVector : TEXCOORD5,\n"
2653 "#ifdef MODE_LIGHTSOURCE\n"
2654 "out float3 CubeVector : TEXCOORD3,\n"
2656 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2657 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2658 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2659 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2661 "out float4 gl_Position : POSITION\n"
2664 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2665 " gl_FrontColor = gl_Color;\n"
2667 " // copy the surface texcoord\n"
2668 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2669 "#ifdef USEVERTEXTEXTUREBLEND\n"
2670 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2672 "#ifdef USELIGHTMAP\n"
2673 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2676 "#ifdef MODE_LIGHTSOURCE\n"
2677 " // transform vertex position into light attenuation/cubemap space\n"
2678 " // (-1 to +1 across the light box)\n"
2679 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2681 "# ifdef USEDIFFUSE\n"
2682 " // transform unnormalized light direction into tangent space\n"
2683 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2684 " // normalize it per pixel)\n"
2685 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2686 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2687 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2688 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2692 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2693 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2694 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2695 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2698 " // transform unnormalized eye direction into tangent space\n"
2699 "#ifdef USEEYEVECTOR\n"
2700 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2701 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2702 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2703 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2707 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2708 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2711 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2712 " VectorS = gl_MultiTexCoord1.xyz;\n"
2713 " VectorT = gl_MultiTexCoord2.xyz;\n"
2714 " VectorR = gl_MultiTexCoord3.xyz;\n"
2717 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2718 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2720 "#ifdef USEREFLECTION\n"
2721 " ModelViewProjectionPosition = gl_Position;\n"
2724 "#endif // VERTEX_SHADER\n"
2729 "#ifdef FRAGMENT_SHADER\n"
2732 "#ifdef USEDEFERREDLIGHTMAP\n"
2733 "float2 Pixel : WPOS,\n"
2735 "float4 gl_FrontColor : COLOR,\n"
2736 "float4 TexCoordBoth : TEXCOORD0,\n"
2737 "#ifdef USELIGHTMAP\n"
2738 "float2 TexCoordLightmap : TEXCOORD1,\n"
2740 "#ifdef USEEYEVECTOR\n"
2741 "float3 EyeVector : TEXCOORD2,\n"
2743 "#ifdef USEREFLECTION\n"
2744 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2747 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2749 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2750 "float3 LightVector : TEXCOORD5,\n"
2752 "#ifdef MODE_LIGHTSOURCE\n"
2753 "float3 CubeVector : TEXCOORD3,\n"
2755 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2758 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2759 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2760 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2761 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2764 "uniform sampler2D Texture_Normal,\n"
2765 "uniform sampler2D Texture_Color,\n"
2766 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2767 "uniform sampler2D Texture_Gloss,\n"
2770 "uniform sampler2D Texture_Glow,\n"
2772 "#ifdef USEVERTEXTEXTUREBLEND\n"
2773 "uniform sampler2D Texture_SecondaryNormal,\n"
2774 "uniform sampler2D Texture_SecondaryColor,\n"
2775 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2776 "uniform sampler2D Texture_SecondaryGloss,\n"
2779 "uniform sampler2D Texture_SecondaryGlow,\n"
2782 "#ifdef USECOLORMAPPING\n"
2783 "uniform sampler2D Texture_Pants,\n"
2784 "uniform sampler2D Texture_Shirt,\n"
2787 "uniform sampler2D Texture_FogMask,\n"
2789 "#ifdef USELIGHTMAP\n"
2790 "uniform sampler2D Texture_Lightmap,\n"
2792 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2793 "uniform sampler2D Texture_Deluxemap,\n"
2795 "#ifdef USEREFLECTION\n"
2796 "uniform sampler2D Texture_Reflection,\n"
2799 "//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform samplerRECT Texture_ScreenDepth,\n"
2801 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2803 "#ifdef USEDEFERREDLIGHTMAP\n"
2804 "uniform samplerRECT Texture_ScreenDiffuse,\n"
2805 "uniform samplerRECT Texture_ScreenSpecular,\n"
2808 "#ifdef USECOLORMAPPING\n"
2809 "uniform half3 Color_Pants,\n"
2810 "uniform half3 Color_Shirt,\n"
2813 "uniform float3 FogColor,\n"
2814 "uniform float FogRangeRecip,\n"
2815 "uniform float FogPlaneViewDist,\n"
2816 "uniform float FogHeightFade,\n"
2819 "#ifdef USEOFFSETMAPPING\n"
2820 "uniform float OffsetMapping_Scale,\n"
2823 "#ifdef USEDEFERREDLIGHTMAP\n"
2824 "uniform half3 DeferredMod_Diffuse,\n"
2825 "uniform half3 DeferredMod_Specular,\n"
2827 "uniform half3 Color_Ambient,\n"
2828 "uniform half3 Color_Diffuse,\n"
2829 "uniform half3 Color_Specular,\n"
2830 "uniform half SpecularPower,\n"
2832 "uniform half3 Color_Glow,\n"
2834 "uniform half Alpha,\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform float4 DistortScaleRefractReflect,\n"
2837 "uniform float4 ScreenScaleRefractReflect,\n"
2838 "uniform float4 ScreenCenterRefractReflect,\n"
2839 "uniform half4 ReflectColor,\n"
2841 "#ifdef MODE_LIGHTDIRECTION\n"
2842 "uniform half3 LightColor,\n"
2844 "#ifdef MODE_LIGHTSOURCE\n"
2845 "uniform half3 LightColor,\n"
2848 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2849 "uniform sampler2D Texture_Attenuation,\n"
2850 "uniform samplerCUBE Texture_Cube,\n"
2852 "#ifdef USESHADOWMAPRECT\n"
2853 "# ifdef USESHADOWSAMPLER\n"
2854 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2856 "uniform samplerRECT Texture_ShadowMapRect,\n"
2860 "#ifdef USESHADOWMAP2D\n"
2861 "# ifdef USESHADOWSAMPLER\n"
2862 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2864 "uniform sampler2D Texture_ShadowMap2D,\n"
2868 "#ifdef USESHADOWMAPVSDCT\n"
2869 "uniform samplerCUBE Texture_CubeProjection,\n"
2872 "#ifdef USESHADOWMAPCUBE\n"
2873 "# ifdef USESHADOWSAMPLER\n"
2874 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2876 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2880 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2881 "uniform float2 ShadowMap_TextureScale,\n"
2882 "uniform float4 ShadowMap_Parameters,\n"
2884 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2886 "out float4 gl_FragColor : COLOR\n"
2889 " float2 TexCoord = TexCoordBoth.xy;\n"
2890 "#ifdef USEVERTEXTEXTUREBLEND\n"
2891 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2893 "#ifdef USEOFFSETMAPPING\n"
2894 " // apply offsetmapping\n"
2895 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2896 "#define TexCoord TexCoordOffset\n"
2899 " // combine the diffuse textures (base, pants, shirt)\n"
2900 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2901 "#ifdef USEALPHAKILL\n"
2902 " if (color.a < 0.5)\n"
2905 " color.a *= Alpha;\n"
2906 "#ifdef USECOLORMAPPING\n"
2907 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2909 "#ifdef USEVERTEXTEXTUREBLEND\n"
2910 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2911 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2912 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2913 " color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2915 " //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
2918 " // get the surface normal\n"
2919 "#ifdef USEVERTEXTEXTUREBLEND\n"
2920 " half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2922 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2925 " // get the material colors\n"
2926 " half3 diffusetex = color.rgb;\n"
2927 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2928 "# ifdef USEVERTEXTEXTUREBLEND\n"
2929 " half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2931 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2938 "#ifdef MODE_LIGHTSOURCE\n"
2939 " // light source\n"
2940 " half3 lightnormal = half3(normalize(LightVector));\n"
2941 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2942 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2943 "#ifdef USESPECULAR\n"
2944 "#ifdef USEEXACTSPECULARMATH\n"
2945 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2947 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2948 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2950 " color.rgb += glosstex * (specular * Color_Specular);\n"
2952 " color.rgb *= LightColor;\n"
2953 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2954 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2955 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2956 "# if defined(USESHADOWMAP2D)\n"
2957 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2959 "# if defined(USESHADOWMAPRECT)\n"
2960 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2962 "# if defined(USESHADOWMAPCUBE)\n"
2963 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2966 "#ifdef USESHADOWMAPVSDCT\n"
2967 ", Texture_CubeProjection\n"
2972 "# ifdef USECUBEFILTER\n"
2973 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2975 "#endif // MODE_LIGHTSOURCE\n"
2980 "#ifdef MODE_LIGHTDIRECTION\n"
2982 "#ifdef USEDIFFUSE\n"
2983 " half3 lightnormal = half3(normalize(LightVector));\n"
2985 "#define lightcolor LightColor\n"
2986 "#endif // MODE_LIGHTDIRECTION\n"
2987 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2989 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
2990 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
2991 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
2992 " // convert modelspace light vector to tangentspace\n"
2993 " half3 lightnormal;\n"
2994 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
2995 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
2996 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
2997 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
2998 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
2999 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3000 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3001 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3002 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3003 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3004 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3005 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3006 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3007 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3008 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3010 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3011 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3012 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3018 "#ifdef MODE_LIGHTMAP\n"
3019 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3020 "#endif // MODE_LIGHTMAP\n"
3021 "#ifdef MODE_VERTEXCOLOR\n"
3022 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3023 "#endif // MODE_VERTEXCOLOR\n"
3024 "#ifdef MODE_FLATCOLOR\n"
3025 " color.rgb = diffusetex * Color_Ambient;\n"
3026 "#endif // MODE_FLATCOLOR\n"
3032 "# ifdef USEDIFFUSE\n"
3033 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3034 "# ifdef USESPECULAR\n"
3035 "# ifdef USEEXACTSPECULARMATH\n"
3036 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3038 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3039 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3041 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3043 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3046 " color.rgb = diffusetex * Color_Ambient;\n"
3050 "#ifdef USEDEFERREDLIGHTMAP\n"
3051 " color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
3052 " color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
3053 " color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n"
3057 "#ifdef USEVERTEXTEXTUREBLEND\n"
3058 " color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3060 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3065 "#ifdef MODE_LIGHTSOURCE\n"
3066 " color.rgb *= half(FogVertex());\n"
3068 " color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3072 " // 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"
3073 "#ifdef USEREFLECTION\n"
3074 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3075 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3076 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3077 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3078 " // FIXME temporary hack to detect the case that the reflection\n"
3079 " // gets blackened at edges due to leaving the area that contains actual\n"
3081 " // Remove this 'ack once we have a better way to stop this thing from\n"
3083 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3084 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3085 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3086 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3087 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3088 " color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3091 " gl_FragColor = float4(color);\n"
3093 "#endif // FRAGMENT_SHADER\n"
3095 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3096 "#endif // !MODE_DEFERREDGEOMETRY\n"
3097 "#endif // !MODE_WATER\n"
3098 "#endif // !MODE_REFRACTION\n"
3099 "#endif // !MODE_BLOOMBLUR\n"
3100 "#endif // !MODE_GENERIC\n"
3101 "#endif // !MODE_POSTPROCESS\n"
3102 "#endif // !MODE_SHOWDEPTH\n"
3103 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3106 //=======================================================================================================================================================
3108 typedef struct shaderpermutationinfo_s
3110 const char *pretext;
3113 shaderpermutationinfo_t;
3115 typedef struct shadermodeinfo_s
3117 const char *vertexfilename;
3118 const char *geometryfilename;
3119 const char *fragmentfilename;
3120 const char *pretext;
3125 typedef enum shaderpermutation_e
3127 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3128 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3129 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3130 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3131 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3132 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3133 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3134 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3135 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3136 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3137 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3138 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3139 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3140 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3141 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3142 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3143 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3144 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3145 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3146 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3147 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3148 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3149 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3150 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3151 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3152 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3153 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3154 SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
3156 shaderpermutation_t;
3158 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3159 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3161 {"#define USEDIFFUSE\n", " diffuse"},
3162 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3163 {"#define USEVIEWTINT\n", " viewtint"},
3164 {"#define USECOLORMAPPING\n", " colormapping"},
3165 {"#define USESATURATION\n", " saturation"},
3166 {"#define USEFOGINSIDE\n", " foginside"},
3167 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3168 {"#define USEGAMMARAMPS\n", " gammaramps"},
3169 {"#define USECUBEFILTER\n", " cubefilter"},
3170 {"#define USEGLOW\n", " glow"},
3171 {"#define USEBLOOM\n", " bloom"},
3172 {"#define USESPECULAR\n", " specular"},
3173 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3174 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3175 {"#define USEREFLECTION\n", " reflection"},
3176 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3177 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3178 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3179 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3180 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3181 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3182 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3183 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3184 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3185 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3186 {"#define USEALPHAKILL\n", " alphakill"},
3189 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3190 typedef enum shadermode_e
3192 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3193 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3194 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3195 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3196 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3197 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3198 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3199 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3200 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3201 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3202 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3203 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3204 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3205 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3206 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3211 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3212 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3214 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3215 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3216 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3217 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3218 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3219 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3220 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3221 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3222 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3223 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3224 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3225 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3226 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3227 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3228 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3232 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3234 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3235 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3236 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3237 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3238 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3239 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3240 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3241 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3242 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3243 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3244 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3245 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3246 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3247 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3248 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3252 struct r_glsl_permutation_s;
3253 typedef struct r_glsl_permutation_s
3255 /// hash lookup data
3256 struct r_glsl_permutation_s *hashnext;
3258 unsigned int permutation;
3260 /// indicates if we have tried compiling this permutation already
3262 /// 0 if compilation failed
3264 /// locations of detected uniforms in program object, or -1 if not found
3265 int loc_Texture_First;
3266 int loc_Texture_Second;
3267 int loc_Texture_GammaRamps;
3268 int loc_Texture_Normal;
3269 int loc_Texture_Color;
3270 int loc_Texture_Gloss;
3271 int loc_Texture_Glow;
3272 int loc_Texture_SecondaryNormal;
3273 int loc_Texture_SecondaryColor;
3274 int loc_Texture_SecondaryGloss;
3275 int loc_Texture_SecondaryGlow;
3276 int loc_Texture_Pants;
3277 int loc_Texture_Shirt;
3278 int loc_Texture_FogMask;
3279 int loc_Texture_Lightmap;
3280 int loc_Texture_Deluxemap;
3281 int loc_Texture_Attenuation;
3282 int loc_Texture_Cube;
3283 int loc_Texture_Refraction;
3284 int loc_Texture_Reflection;
3285 int loc_Texture_ShadowMapRect;
3286 int loc_Texture_ShadowMapCube;
3287 int loc_Texture_ShadowMap2D;
3288 int loc_Texture_CubeProjection;
3289 int loc_Texture_ScreenDepth;
3290 int loc_Texture_ScreenNormalMap;
3291 int loc_Texture_ScreenDiffuse;
3292 int loc_Texture_ScreenSpecular;
3294 int loc_BloomBlur_Parameters;
3296 int loc_Color_Ambient;
3297 int loc_Color_Diffuse;
3298 int loc_Color_Specular;
3300 int loc_Color_Pants;
3301 int loc_Color_Shirt;
3302 int loc_DeferredColor_Ambient;
3303 int loc_DeferredColor_Diffuse;
3304 int loc_DeferredColor_Specular;
3305 int loc_DeferredMod_Diffuse;
3306 int loc_DeferredMod_Specular;
3307 int loc_DistortScaleRefractReflect;
3308 int loc_EyePosition;
3310 int loc_FogHeightFade;
3312 int loc_FogPlaneViewDist;
3313 int loc_FogRangeRecip;
3316 int loc_LightPosition;
3317 int loc_OffsetMapping_Scale;
3319 int loc_ReflectColor;
3320 int loc_ReflectFactor;
3321 int loc_ReflectOffset;
3322 int loc_RefractColor;
3324 int loc_ScreenCenterRefractReflect;
3325 int loc_ScreenScaleRefractReflect;
3326 int loc_ScreenToDepth;
3327 int loc_ShadowMap_Parameters;
3328 int loc_ShadowMap_TextureScale;
3329 int loc_SpecularPower;
3334 int loc_ViewTintColor;
3335 int loc_ViewToLight;
3336 int loc_ModelToLight;
3338 int loc_BackgroundTexMatrix;
3339 int loc_ModelViewProjectionMatrix;
3340 int loc_ModelViewMatrix;
3342 r_glsl_permutation_t;
3344 #define SHADERPERMUTATION_HASHSIZE 256
3346 /// information about each possible shader permutation
3347 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3348 /// currently selected permutation
3349 r_glsl_permutation_t *r_glsl_permutation;
3350 /// storage for permutations linked in the hash table
3351 memexpandablearray_t r_glsl_permutationarray;
3353 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3355 //unsigned int hashdepth = 0;
3356 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3357 r_glsl_permutation_t *p;
3358 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3360 if (p->mode == mode && p->permutation == permutation)
3362 //if (hashdepth > 10)
3363 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3368 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3370 p->permutation = permutation;
3371 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3372 r_glsl_permutationhash[mode][hashindex] = p;
3373 //if (hashdepth > 10)
3374 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3378 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3381 if (!filename || !filename[0])
3383 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3386 if (printfromdisknotice)
3387 Con_DPrintf("from disk %s... ", filename);
3388 return shaderstring;
3390 else if (!strcmp(filename, "glsl/default.glsl"))
3392 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3393 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3395 return shaderstring;
3398 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3401 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3402 int vertstrings_count = 0;
3403 int geomstrings_count = 0;
3404 int fragstrings_count = 0;
3405 char *vertexstring, *geometrystring, *fragmentstring;
3406 const char *vertstrings_list[32+3];
3407 const char *geomstrings_list[32+3];
3408 const char *fragstrings_list[32+3];
3409 char permutationname[256];
3416 permutationname[0] = 0;
3417 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3418 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3419 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3421 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3423 // the first pretext is which type of shader to compile as
3424 // (later these will all be bound together as a program object)
3425 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3426 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3427 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3429 // the second pretext is the mode (for example a light source)
3430 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3431 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3432 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3433 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3435 // now add all the permutation pretexts
3436 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3438 if (permutation & (1<<i))
3440 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3441 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3442 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3443 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3447 // keep line numbers correct
3448 vertstrings_list[vertstrings_count++] = "\n";
3449 geomstrings_list[geomstrings_count++] = "\n";
3450 fragstrings_list[fragstrings_count++] = "\n";
3454 // now append the shader text itself
3455 vertstrings_list[vertstrings_count++] = vertexstring;
3456 geomstrings_list[geomstrings_count++] = geometrystring;
3457 fragstrings_list[fragstrings_count++] = fragmentstring;
3459 // if any sources were NULL, clear the respective list
3461 vertstrings_count = 0;
3462 if (!geometrystring)
3463 geomstrings_count = 0;
3464 if (!fragmentstring)
3465 fragstrings_count = 0;
3467 // compile the shader program
3468 if (vertstrings_count + geomstrings_count + fragstrings_count)
3469 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3473 qglUseProgramObjectARB(p->program);CHECKGLERROR
3474 // look up all the uniform variable names we care about, so we don't
3475 // have to look them up every time we set them
3477 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3478 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3479 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3480 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3481 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3482 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3483 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3484 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3485 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3486 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3487 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3488 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3489 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3490 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3491 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3492 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3493 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3494 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3495 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3496 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3497 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3498 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3499 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3500 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3501 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3502 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3503 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3504 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3505 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3506 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3507 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3508 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3509 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3510 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3511 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3512 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3513 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3514 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3515 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3516 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3517 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3518 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3519 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3520 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3521 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3522 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3523 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3524 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3525 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3526 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3527 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3528 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3529 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3530 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3531 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3532 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3533 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3534 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3535 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3536 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3537 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3538 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3539 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3540 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3541 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3542 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3543 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3544 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3545 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3546 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3547 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3548 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3549 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3550 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3551 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3552 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3553 // initialize the samplers to refer to the texture units we use
3554 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3555 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3556 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3557 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3558 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3559 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3560 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3561 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3562 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3563 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3564 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3565 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3566 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3567 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3568 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3569 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3570 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3571 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3572 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3573 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3574 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3575 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3576 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3577 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3578 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3579 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3580 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3581 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3583 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3586 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3590 Mem_Free(vertexstring);
3592 Mem_Free(geometrystring);
3594 Mem_Free(fragmentstring);
3597 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3599 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3600 if (r_glsl_permutation != perm)
3602 r_glsl_permutation = perm;
3603 if (!r_glsl_permutation->program)
3605 if (!r_glsl_permutation->compiled)
3606 R_GLSL_CompilePermutation(perm, mode, permutation);
3607 if (!r_glsl_permutation->program)
3609 // remove features until we find a valid permutation
3611 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3613 // reduce i more quickly whenever it would not remove any bits
3614 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3615 if (!(permutation & j))
3618 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3619 if (!r_glsl_permutation->compiled)
3620 R_GLSL_CompilePermutation(perm, mode, permutation);
3621 if (r_glsl_permutation->program)
3624 if (i >= SHADERPERMUTATION_COUNT)
3626 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3627 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3628 qglUseProgramObjectARB(0);CHECKGLERROR
3629 return; // no bit left to clear, entire mode is broken
3634 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3636 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3637 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3641 #include <Cg/cgGL.h>
3642 struct r_cg_permutation_s;
3643 typedef struct r_cg_permutation_s
3645 /// hash lookup data
3646 struct r_cg_permutation_s *hashnext;
3648 unsigned int permutation;
3650 /// indicates if we have tried compiling this permutation already
3652 /// 0 if compilation failed
3655 /// locations of detected parameters in programs, or NULL if not found
3656 CGparameter vp_EyePosition;
3657 CGparameter vp_FogPlane;
3658 CGparameter vp_LightDir;
3659 CGparameter vp_LightPosition;
3660 CGparameter vp_ModelToLight;
3661 CGparameter vp_TexMatrix;
3662 CGparameter vp_BackgroundTexMatrix;
3663 CGparameter vp_ModelViewProjectionMatrix;
3664 CGparameter vp_ModelViewMatrix;
3666 CGparameter fp_Texture_First;
3667 CGparameter fp_Texture_Second;
3668 CGparameter fp_Texture_GammaRamps;
3669 CGparameter fp_Texture_Normal;
3670 CGparameter fp_Texture_Color;
3671 CGparameter fp_Texture_Gloss;
3672 CGparameter fp_Texture_Glow;
3673 CGparameter fp_Texture_SecondaryNormal;
3674 CGparameter fp_Texture_SecondaryColor;
3675 CGparameter fp_Texture_SecondaryGloss;
3676 CGparameter fp_Texture_SecondaryGlow;
3677 CGparameter fp_Texture_Pants;
3678 CGparameter fp_Texture_Shirt;
3679 CGparameter fp_Texture_FogMask;
3680 CGparameter fp_Texture_Lightmap;
3681 CGparameter fp_Texture_Deluxemap;
3682 CGparameter fp_Texture_Attenuation;
3683 CGparameter fp_Texture_Cube;
3684 CGparameter fp_Texture_Refraction;
3685 CGparameter fp_Texture_Reflection;
3686 CGparameter fp_Texture_ShadowMapRect;
3687 CGparameter fp_Texture_ShadowMapCube;
3688 CGparameter fp_Texture_ShadowMap2D;
3689 CGparameter fp_Texture_CubeProjection;
3690 CGparameter fp_Texture_ScreenDepth;
3691 CGparameter fp_Texture_ScreenNormalMap;
3692 CGparameter fp_Texture_ScreenDiffuse;
3693 CGparameter fp_Texture_ScreenSpecular;
3694 CGparameter fp_Alpha;
3695 CGparameter fp_BloomBlur_Parameters;
3696 CGparameter fp_ClientTime;
3697 CGparameter fp_Color_Ambient;
3698 CGparameter fp_Color_Diffuse;
3699 CGparameter fp_Color_Specular;
3700 CGparameter fp_Color_Glow;
3701 CGparameter fp_Color_Pants;
3702 CGparameter fp_Color_Shirt;
3703 CGparameter fp_DeferredColor_Ambient;
3704 CGparameter fp_DeferredColor_Diffuse;
3705 CGparameter fp_DeferredColor_Specular;
3706 CGparameter fp_DeferredMod_Diffuse;
3707 CGparameter fp_DeferredMod_Specular;
3708 CGparameter fp_DistortScaleRefractReflect;
3709 CGparameter fp_EyePosition;
3710 CGparameter fp_FogColor;
3711 CGparameter fp_FogHeightFade;
3712 CGparameter fp_FogPlane;
3713 CGparameter fp_FogPlaneViewDist;
3714 CGparameter fp_FogRangeRecip;
3715 CGparameter fp_LightColor;
3716 CGparameter fp_LightDir;
3717 CGparameter fp_LightPosition;
3718 CGparameter fp_OffsetMapping_Scale;
3719 CGparameter fp_PixelSize;
3720 CGparameter fp_ReflectColor;
3721 CGparameter fp_ReflectFactor;
3722 CGparameter fp_ReflectOffset;
3723 CGparameter fp_RefractColor;
3724 CGparameter fp_Saturation;
3725 CGparameter fp_ScreenCenterRefractReflect;
3726 CGparameter fp_ScreenScaleRefractReflect;
3727 CGparameter fp_ScreenToDepth;
3728 CGparameter fp_ShadowMap_Parameters;
3729 CGparameter fp_ShadowMap_TextureScale;
3730 CGparameter fp_SpecularPower;
3731 CGparameter fp_UserVec1;
3732 CGparameter fp_UserVec2;
3733 CGparameter fp_UserVec3;
3734 CGparameter fp_UserVec4;
3735 CGparameter fp_ViewTintColor;
3736 CGparameter fp_ViewToLight;
3740 /// information about each possible shader permutation
3741 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3742 /// currently selected permutation
3743 r_cg_permutation_t *r_cg_permutation;
3744 /// storage for permutations linked in the hash table
3745 memexpandablearray_t r_cg_permutationarray;
3747 #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));}}
3749 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3751 //unsigned int hashdepth = 0;
3752 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3753 r_cg_permutation_t *p;
3754 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3756 if (p->mode == mode && p->permutation == permutation)
3758 //if (hashdepth > 10)
3759 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3764 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3766 p->permutation = permutation;
3767 p->hashnext = r_cg_permutationhash[mode][hashindex];
3768 r_cg_permutationhash[mode][hashindex] = p;
3769 //if (hashdepth > 10)
3770 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3774 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3777 if (!filename || !filename[0])
3779 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3782 if (printfromdisknotice)
3783 Con_DPrintf("from disk %s... ", filename);
3784 return shaderstring;
3786 else if (!strcmp(filename, "cg/default.cg"))
3788 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3789 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3791 return shaderstring;
3794 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3797 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3798 int vertstrings_count = 0, vertstring_length = 0;
3799 int geomstrings_count = 0, geomstring_length = 0;
3800 int fragstrings_count = 0, fragstring_length = 0;
3802 char *vertexstring, *geometrystring, *fragmentstring;
3803 char *vertstring, *geomstring, *fragstring;
3804 const char *vertstrings_list[32+3];
3805 const char *geomstrings_list[32+3];
3806 const char *fragstrings_list[32+3];
3807 char permutationname[256];
3808 CGprofile vertexProfile;
3809 CGprofile fragmentProfile;
3817 permutationname[0] = 0;
3818 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3819 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3820 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3822 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3824 // the first pretext is which type of shader to compile as
3825 // (later these will all be bound together as a program object)
3826 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3827 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3828 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3830 // the second pretext is the mode (for example a light source)
3831 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3832 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3833 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3834 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3836 // now add all the permutation pretexts
3837 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3839 if (permutation & (1<<i))
3841 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3842 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3843 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3844 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3848 // keep line numbers correct
3849 vertstrings_list[vertstrings_count++] = "\n";
3850 geomstrings_list[geomstrings_count++] = "\n";
3851 fragstrings_list[fragstrings_count++] = "\n";
3855 // now append the shader text itself
3856 vertstrings_list[vertstrings_count++] = vertexstring;
3857 geomstrings_list[geomstrings_count++] = geometrystring;
3858 fragstrings_list[fragstrings_count++] = fragmentstring;
3860 // if any sources were NULL, clear the respective list
3862 vertstrings_count = 0;
3863 if (!geometrystring)
3864 geomstrings_count = 0;
3865 if (!fragmentstring)
3866 fragstrings_count = 0;
3868 vertstring_length = 0;
3869 for (i = 0;i < vertstrings_count;i++)
3870 vertstring_length += strlen(vertstrings_list[i]);
3871 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3872 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3873 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3875 geomstring_length = 0;
3876 for (i = 0;i < geomstrings_count;i++)
3877 geomstring_length += strlen(geomstrings_list[i]);
3878 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3879 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3880 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3882 fragstring_length = 0;
3883 for (i = 0;i < fragstrings_count;i++)
3884 fragstring_length += strlen(fragstrings_list[i]);
3885 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3886 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3887 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3891 //vertexProfile = CG_PROFILE_ARBVP1;
3892 //fragmentProfile = CG_PROFILE_ARBFP1;
3893 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3894 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3895 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3896 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3897 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3900 // compile the vertex program
3901 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
3904 cgCompileProgram(p->vprogram);CHECKCGERROR
3905 if (!cgIsProgramCompiled(p->vprogram))
3908 cgDestroyProgram(p->vprogram);CHECKCGERROR
3913 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3914 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3915 // look up all the uniform variable names we care about, so we don't
3916 // have to look them up every time we set them
3918 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3919 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3920 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3921 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3922 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3923 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3924 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3925 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3926 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3931 // compile the fragment program
3932 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
3934 cgCompileProgram(p->fprogram);CHECKCGERROR
3935 if (!cgIsProgramCompiled(p->fprogram))
3938 cgDestroyProgram(p->fprogram);CHECKCGERROR
3943 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3944 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3946 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3947 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3948 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3949 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3950 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3951 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3952 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3953 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3954 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3955 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3956 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3957 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3958 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3959 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3960 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3961 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3962 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3963 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3964 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3965 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3966 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3967 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3968 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3969 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3970 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3971 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3972 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3973 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3974 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3975 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3976 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3977 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
3978 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
3979 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
3980 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
3981 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
3982 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
3983 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
3984 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
3985 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
3986 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
3987 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
3988 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
3989 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
3990 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
3991 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
3992 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
3993 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
3994 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
3995 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
3996 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
3997 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
3998 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
3999 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4000 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4001 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4002 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4003 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4004 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4005 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4006 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4007 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4008 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4009 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4010 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4011 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4012 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4013 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4014 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4015 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4016 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4021 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4022 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4024 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4028 Mem_Free(vertstring);
4030 Mem_Free(geomstring);
4032 Mem_Free(fragstring);
4034 Mem_Free(vertexstring);
4036 Mem_Free(geometrystring);
4038 Mem_Free(fragmentstring);
4041 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4043 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4046 if (r_cg_permutation != perm)
4048 r_cg_permutation = perm;
4049 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4051 if (!r_cg_permutation->compiled)
4052 R_CG_CompilePermutation(perm, mode, permutation);
4053 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4055 // remove features until we find a valid permutation
4057 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4059 // reduce i more quickly whenever it would not remove any bits
4060 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4061 if (!(permutation & j))
4064 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4065 if (!r_cg_permutation->compiled)
4066 R_CG_CompilePermutation(perm, mode, permutation);
4067 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4070 if (i >= SHADERPERMUTATION_COUNT)
4072 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4073 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4074 return; // no bit left to clear, entire mode is broken
4080 if (r_cg_permutation->vprogram)
4082 //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4083 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4084 //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4088 //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4089 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4091 if (r_cg_permutation->fprogram)
4093 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4094 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4095 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4099 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4100 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4104 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4105 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4108 void CG_BindTexture(CGparameter param, int texnum)
4110 cgGLSetTextureParameter(param, texnum);
4111 cgGLEnableTextureParameter(param);
4115 void R_GLSL_Restart_f(void)
4117 unsigned int i, limit;
4118 switch(vid.renderpath)
4120 case RENDERPATH_GL20:
4122 r_glsl_permutation_t *p;
4123 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4124 for (i = 0;i < limit;i++)
4126 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4128 GL_Backend_FreeProgram(p->program);
4129 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4132 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4135 case RENDERPATH_CGGL:
4138 r_cg_permutation_t *p;
4139 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4140 for (i = 0;i < limit;i++)
4142 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4145 cgDestroyProgram(p->vprogram);
4147 cgDestroyProgram(p->fprogram);
4148 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4152 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4155 case RENDERPATH_GL13:
4156 case RENDERPATH_GL11:
4161 void R_GLSL_DumpShader_f(void)
4166 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4169 FS_Print(file, "/* The engine may define the following macros:\n");
4170 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4171 for (i = 0;i < SHADERMODE_COUNT;i++)
4172 FS_Print(file, glslshadermodeinfo[i].pretext);
4173 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4174 FS_Print(file, shaderpermutationinfo[i].pretext);
4175 FS_Print(file, "*/\n");
4176 FS_Print(file, builtinshaderstring);
4178 Con_Printf("glsl/default.glsl written\n");
4181 Con_Printf("failed to write to glsl/default.glsl\n");
4184 file = FS_OpenRealFile("cg/default.cg", "w", false);
4187 FS_Print(file, "/* The engine may define the following macros:\n");
4188 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4189 for (i = 0;i < SHADERMODE_COUNT;i++)
4190 FS_Print(file, cgshadermodeinfo[i].pretext);
4191 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4192 FS_Print(file, shaderpermutationinfo[i].pretext);
4193 FS_Print(file, "*/\n");
4194 FS_Print(file, builtincgshaderstring);
4196 Con_Printf("cg/default.cg written\n");
4199 Con_Printf("failed to write to cg/default.cg\n");
4203 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4206 texturemode = GL_MODULATE;
4207 switch (vid.renderpath)
4209 case RENDERPATH_GL20:
4210 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))));
4211 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4212 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4214 case RENDERPATH_CGGL:
4217 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))));
4218 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4219 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4222 case RENDERPATH_GL13:
4223 R_Mesh_TexBind(0, first );
4224 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4225 R_Mesh_TexBind(1, second);
4227 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4229 case RENDERPATH_GL11:
4230 R_Mesh_TexBind(0, first );
4235 void R_SetupShader_DepthOrShadow(void)
4237 switch (vid.renderpath)
4239 case RENDERPATH_GL20:
4240 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4242 case RENDERPATH_CGGL:
4244 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4247 case RENDERPATH_GL13:
4248 R_Mesh_TexBind(0, 0);
4249 R_Mesh_TexBind(1, 0);
4251 case RENDERPATH_GL11:
4252 R_Mesh_TexBind(0, 0);
4257 void R_SetupShader_ShowDepth(void)
4259 switch (vid.renderpath)
4261 case RENDERPATH_GL20:
4262 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4264 case RENDERPATH_CGGL:
4266 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4269 case RENDERPATH_GL13:
4271 case RENDERPATH_GL11:
4276 extern qboolean r_shadow_usingdeferredprepass;
4277 extern cvar_t r_shadow_deferred_8bitrange;
4278 extern rtexture_t *r_shadow_attenuationgradienttexture;
4279 extern rtexture_t *r_shadow_attenuation2dtexture;
4280 extern rtexture_t *r_shadow_attenuation3dtexture;
4281 extern qboolean r_shadow_usingshadowmaprect;
4282 extern qboolean r_shadow_usingshadowmapcube;
4283 extern qboolean r_shadow_usingshadowmap2d;
4284 extern float r_shadow_shadowmap_texturescale[2];
4285 extern float r_shadow_shadowmap_parameters[4];
4286 extern qboolean r_shadow_shadowmapvsdct;
4287 extern qboolean r_shadow_shadowmapsampler;
4288 extern int r_shadow_shadowmappcf;
4289 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4290 extern rtexture_t *r_shadow_shadowmap2dtexture;
4291 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4292 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4293 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4294 extern int r_shadow_prepass_width;
4295 extern int r_shadow_prepass_height;
4296 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4297 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4298 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4299 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4300 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4302 // select a permutation of the lighting shader appropriate to this
4303 // combination of texture, entity, light source, and fogging, only use the
4304 // minimum features necessary to avoid wasting rendering time in the
4305 // fragment shader on features that are not being used
4306 unsigned int permutation = 0;
4307 unsigned int mode = 0;
4309 if (rsurfacepass == RSURFPASS_BACKGROUND)
4311 // distorted background
4312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4313 mode = SHADERMODE_WATER;
4315 mode = SHADERMODE_REFRACTION;
4316 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4317 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4318 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4319 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4320 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4321 R_Mesh_ColorPointer(NULL, 0, 0);
4322 GL_AlphaTest(false);
4323 GL_BlendFunc(GL_ONE, GL_ZERO);
4325 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4327 if (r_glsl_offsetmapping.integer)
4329 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4330 if (r_glsl_offsetmapping_reliefmapping.integer)
4331 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4334 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4335 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4336 permutation |= SHADERPERMUTATION_ALPHAKILL;
4337 // normalmap (deferred prepass), may use alpha test on diffuse
4338 mode = SHADERMODE_DEFERREDGEOMETRY;
4339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4340 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4341 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4342 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4343 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4344 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4345 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4346 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4347 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4349 R_Mesh_ColorPointer(NULL, 0, 0);
4350 GL_AlphaTest(false);
4351 GL_BlendFunc(GL_ONE, GL_ZERO);
4353 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4355 if (r_glsl_offsetmapping.integer)
4357 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4358 if (r_glsl_offsetmapping_reliefmapping.integer)
4359 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4364 mode = SHADERMODE_LIGHTSOURCE;
4365 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4366 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4367 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4368 permutation |= SHADERPERMUTATION_CUBEFILTER;
4369 if (diffusescale > 0)
4370 permutation |= SHADERPERMUTATION_DIFFUSE;
4371 if (specularscale > 0)
4373 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4374 if (r_shadow_glossexact.integer)
4375 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4377 if (r_refdef.fogenabled)
4378 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4379 if (rsurface.texture->colormapping)
4380 permutation |= SHADERPERMUTATION_COLORMAPPING;
4381 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4383 if (r_shadow_usingshadowmaprect)
4384 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4385 if (r_shadow_usingshadowmap2d)
4386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4387 if (r_shadow_usingshadowmapcube)
4388 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4389 else if(r_shadow_shadowmapvsdct)
4390 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4392 if (r_shadow_shadowmapsampler)
4393 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4394 if (r_shadow_shadowmappcf > 1)
4395 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4396 else if (r_shadow_shadowmappcf)
4397 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4399 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4400 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4402 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4403 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4404 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4408 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4409 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4410 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4412 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4413 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4414 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4416 R_Mesh_ColorPointer(NULL, 0, 0);
4417 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4418 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4420 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4422 if (r_glsl_offsetmapping.integer)
4424 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4425 if (r_glsl_offsetmapping_reliefmapping.integer)
4426 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4430 // unshaded geometry (fullbright or ambient model lighting)
4431 mode = SHADERMODE_FLATCOLOR;
4432 ambientscale = diffusescale = specularscale = 0;
4433 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4434 permutation |= SHADERPERMUTATION_GLOW;
4435 if (r_refdef.fogenabled)
4436 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4437 if (rsurface.texture->colormapping)
4438 permutation |= SHADERPERMUTATION_COLORMAPPING;
4439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4440 permutation |= SHADERPERMUTATION_REFLECTION;
4441 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4442 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4444 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4445 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4450 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4451 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4452 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4454 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4455 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4456 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4458 R_Mesh_ColorPointer(NULL, 0, 0);
4459 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4460 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4462 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4464 if (r_glsl_offsetmapping.integer)
4466 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4467 if (r_glsl_offsetmapping_reliefmapping.integer)
4468 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4471 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4472 // directional model lighting
4473 mode = SHADERMODE_LIGHTDIRECTION;
4474 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4475 permutation |= SHADERPERMUTATION_GLOW;
4476 permutation |= SHADERPERMUTATION_DIFFUSE;
4477 if (specularscale > 0)
4479 permutation |= SHADERPERMUTATION_SPECULAR;
4480 if (r_shadow_glossexact.integer)
4481 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4483 if (r_refdef.fogenabled)
4484 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4485 if (rsurface.texture->colormapping)
4486 permutation |= SHADERPERMUTATION_COLORMAPPING;
4487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4488 permutation |= SHADERPERMUTATION_REFLECTION;
4489 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4490 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4491 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4492 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4494 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4495 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4496 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4500 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4501 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4502 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4504 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4505 R_Mesh_ColorPointer(NULL, 0, 0);
4506 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4507 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4509 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4511 if (r_glsl_offsetmapping.integer)
4513 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4514 if (r_glsl_offsetmapping_reliefmapping.integer)
4515 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4519 // ambient model lighting
4520 mode = SHADERMODE_LIGHTDIRECTION;
4521 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4522 permutation |= SHADERPERMUTATION_GLOW;
4523 if (r_refdef.fogenabled)
4524 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4525 if (rsurface.texture->colormapping)
4526 permutation |= SHADERPERMUTATION_COLORMAPPING;
4527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4528 permutation |= SHADERPERMUTATION_REFLECTION;
4529 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4530 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4531 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4532 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4534 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4535 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4536 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4541 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4542 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4544 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4546 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4547 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4551 if (r_glsl_offsetmapping.integer)
4553 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554 if (r_glsl_offsetmapping_reliefmapping.integer)
4555 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4561 permutation |= SHADERPERMUTATION_GLOW;
4562 if (r_refdef.fogenabled)
4563 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4564 if (rsurface.texture->colormapping)
4565 permutation |= SHADERPERMUTATION_COLORMAPPING;
4566 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4567 permutation |= SHADERPERMUTATION_REFLECTION;
4568 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4569 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4570 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4572 // deluxemapping (light direction texture)
4573 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4574 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4576 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4577 permutation |= SHADERPERMUTATION_DIFFUSE;
4578 if (specularscale > 0)
4580 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4581 if (r_shadow_glossexact.integer)
4582 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4584 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4585 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4586 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4588 R_Mesh_ColorPointer(NULL, 0, 0);
4590 else if (r_glsl_deluxemapping.integer >= 2)
4592 // fake deluxemapping (uniform light direction in tangentspace)
4593 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4594 permutation |= SHADERPERMUTATION_DIFFUSE;
4595 if (specularscale > 0)
4597 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4598 if (r_shadow_glossexact.integer)
4599 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4601 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4602 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4603 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4605 R_Mesh_ColorPointer(NULL, 0, 0);
4607 else if (rsurface.uselightmaptexture)
4609 // ordinary lightmapping (q1bsp, q3bsp)
4610 mode = SHADERMODE_LIGHTMAP;
4611 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4615 R_Mesh_ColorPointer(NULL, 0, 0);
4619 // ordinary vertex coloring (q3bsp)
4620 mode = SHADERMODE_VERTEXCOLOR;
4621 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4622 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4624 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4625 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4627 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4628 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4629 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4633 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4634 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4635 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4637 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4638 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4640 switch(vid.renderpath)
4642 case RENDERPATH_GL20:
4643 R_SetupShader_SetPermutationGLSL(mode, permutation);
4644 if (mode == SHADERMODE_LIGHTSOURCE)
4646 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4647 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4648 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4649 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);
4650 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);
4651 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);
4653 // additive passes are only darkened by fog, not tinted
4654 if (r_glsl_permutation->loc_FogColor >= 0)
4655 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4656 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]);
4657 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]);
4658 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4662 if (mode == SHADERMODE_FLATCOLOR)
4664 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4666 else if (mode == SHADERMODE_LIGHTDIRECTION)
4668 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]);
4669 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]);
4670 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);
4671 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);
4672 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);
4673 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]);
4674 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]);
4678 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]);
4679 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]);
4680 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);
4681 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);
4682 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);
4684 // additive passes are only darkened by fog, not tinted
4685 if (r_glsl_permutation->loc_FogColor >= 0)
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4688 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4690 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4692 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);
4693 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]);
4694 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]);
4695 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4696 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4697 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4698 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4701 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4702 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4703 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4704 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4705 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4706 if (r_glsl_permutation->loc_Color_Pants >= 0)
4708 if (rsurface.texture->pantstexture)
4709 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4711 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4713 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4715 if (rsurface.texture->shirttexture)
4716 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4718 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4720 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]);
4721 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4722 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4723 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4724 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4725 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]);
4727 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4728 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4729 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4730 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4731 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4732 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4733 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4734 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4735 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4736 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4737 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4738 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4739 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4740 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4741 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4742 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4743 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4744 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4745 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4746 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4747 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4748 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4749 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4750 if (rsurface.rtlight)
4752 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4753 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4754 if (r_shadow_usingshadowmapcube)
4755 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4756 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4757 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4761 case RENDERPATH_CGGL:
4763 R_SetupShader_SetPermutationCG(mode, permutation);
4764 if (mode == SHADERMODE_LIGHTSOURCE)
4766 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4767 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4771 if (mode == SHADERMODE_LIGHTDIRECTION)
4773 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
4776 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4777 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4778 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4779 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
4782 if (mode == SHADERMODE_LIGHTSOURCE)
4784 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4785 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4786 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
4787 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
4788 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
4790 // additive passes are only darkened by fog, not tinted
4791 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4792 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
4793 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
4794 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4798 if (mode == SHADERMODE_FLATCOLOR)
4800 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4802 else if (mode == SHADERMODE_LIGHTDIRECTION)
4804 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
4805 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
4806 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
4807 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
4808 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
4809 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
4810 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
4814 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
4815 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
4816 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
4817 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
4818 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
4820 // additive passes are only darkened by fog, not tinted
4821 if (r_cg_permutation->fp_FogColor)
4823 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4824 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4826 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4829 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
4830 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
4831 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
4832 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4833 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4834 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4835 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4836 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4838 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4839 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4840 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4841 if (r_cg_permutation->fp_Color_Pants)
4843 if (rsurface.texture->pantstexture)
4844 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4846 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4849 if (r_cg_permutation->fp_Color_Shirt)
4851 if (rsurface.texture->shirttexture)
4852 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4854 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4857 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
4858 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4859 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4860 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4861 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4862 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
4864 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4865 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4866 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4867 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4868 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4869 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4870 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4871 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4872 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4875 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4876 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4878 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4879 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4880 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4881 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4882 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4883 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4884 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4885 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4886 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4887 if (rsurface.rtlight)
4889 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4890 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4891 if (r_shadow_usingshadowmapcube)
4892 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4893 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4894 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4900 case RENDERPATH_GL13:
4901 case RENDERPATH_GL11:
4906 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4908 // select a permutation of the lighting shader appropriate to this
4909 // combination of texture, entity, light source, and fogging, only use the
4910 // minimum features necessary to avoid wasting rendering time in the
4911 // fragment shader on features that are not being used
4912 unsigned int permutation = 0;
4913 unsigned int mode = 0;
4914 const float *lightcolorbase = rtlight->currentcolor;
4915 float ambientscale = rtlight->ambientscale;
4916 float diffusescale = rtlight->diffusescale;
4917 float specularscale = rtlight->specularscale;
4918 // this is the location of the light in view space
4919 vec3_t viewlightorigin;
4920 // this transforms from view space (camera) to light space (cubemap)
4921 matrix4x4_t viewtolight;
4922 matrix4x4_t lighttoview;
4923 float viewtolight16f[16];
4924 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4926 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4927 if (rtlight->currentcubemap != r_texture_whitecube)
4928 permutation |= SHADERPERMUTATION_CUBEFILTER;
4929 if (diffusescale > 0)
4930 permutation |= SHADERPERMUTATION_DIFFUSE;
4931 if (specularscale > 0)
4933 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4934 if (r_shadow_glossexact.integer)
4935 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4937 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4939 if (r_shadow_usingshadowmaprect)
4940 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4941 if (r_shadow_usingshadowmap2d)
4942 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4943 if (r_shadow_usingshadowmapcube)
4944 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4945 else if(r_shadow_shadowmapvsdct)
4946 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4948 if (r_shadow_shadowmapsampler)
4949 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4950 if (r_shadow_shadowmappcf > 1)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4952 else if (r_shadow_shadowmappcf)
4953 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4955 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4956 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4957 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4958 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4959 switch(vid.renderpath)
4961 case RENDERPATH_GL20:
4962 R_SetupShader_SetPermutationGLSL(mode, permutation);
4963 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4964 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4965 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);
4966 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);
4967 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);
4968 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]);
4969 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]);
4970 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));
4971 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]);
4973 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4974 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4975 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4976 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4977 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4978 if (r_shadow_usingshadowmapcube)
4979 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4980 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4981 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4983 case RENDERPATH_CGGL:
4985 R_SetupShader_SetPermutationCG(mode, permutation);
4986 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4987 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4988 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
4989 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
4990 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
4991 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
4992 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
4993 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
4994 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
4996 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5001 if (r_shadow_usingshadowmapcube)
5002 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5007 case RENDERPATH_GL13:
5008 case RENDERPATH_GL11:
5013 #define SKINFRAME_HASH 1024
5017 int loadsequence; // incremented each level change
5018 memexpandablearray_t array;
5019 skinframe_t *hash[SKINFRAME_HASH];
5022 r_skinframe_t r_skinframe;
5024 void R_SkinFrame_PrepareForPurge(void)
5026 r_skinframe.loadsequence++;
5027 // wrap it without hitting zero
5028 if (r_skinframe.loadsequence >= 200)
5029 r_skinframe.loadsequence = 1;
5032 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5036 // mark the skinframe as used for the purging code
5037 skinframe->loadsequence = r_skinframe.loadsequence;
5040 void R_SkinFrame_Purge(void)
5044 for (i = 0;i < SKINFRAME_HASH;i++)
5046 for (s = r_skinframe.hash[i];s;s = s->next)
5048 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5050 if (s->merged == s->base)
5052 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5053 R_PurgeTexture(s->stain );s->stain = NULL;
5054 R_PurgeTexture(s->merged);s->merged = NULL;
5055 R_PurgeTexture(s->base );s->base = NULL;
5056 R_PurgeTexture(s->pants );s->pants = NULL;
5057 R_PurgeTexture(s->shirt );s->shirt = NULL;
5058 R_PurgeTexture(s->nmap );s->nmap = NULL;
5059 R_PurgeTexture(s->gloss );s->gloss = NULL;
5060 R_PurgeTexture(s->glow );s->glow = NULL;
5061 R_PurgeTexture(s->fog );s->fog = NULL;
5062 s->loadsequence = 0;
5068 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5070 char basename[MAX_QPATH];
5072 Image_StripImageExtension(name, basename, sizeof(basename));
5074 if( last == NULL ) {
5076 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5077 item = r_skinframe.hash[hashindex];
5082 // linearly search through the hash bucket
5083 for( ; item ; item = item->next ) {
5084 if( !strcmp( item->basename, basename ) ) {
5091 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5095 char basename[MAX_QPATH];
5097 Image_StripImageExtension(name, basename, sizeof(basename));
5099 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5100 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5101 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5105 rtexture_t *dyntexture;
5106 // check whether its a dynamic texture
5107 dyntexture = CL_GetDynTexture( basename );
5108 if (!add && !dyntexture)
5110 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5111 memset(item, 0, sizeof(*item));
5112 strlcpy(item->basename, basename, sizeof(item->basename));
5113 item->base = dyntexture; // either NULL or dyntexture handle
5114 item->textureflags = textureflags;
5115 item->comparewidth = comparewidth;
5116 item->compareheight = compareheight;
5117 item->comparecrc = comparecrc;
5118 item->next = r_skinframe.hash[hashindex];
5119 r_skinframe.hash[hashindex] = item;
5121 else if( item->base == NULL )
5123 rtexture_t *dyntexture;
5124 // check whether its a dynamic texture
5125 // 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]
5126 dyntexture = CL_GetDynTexture( basename );
5127 item->base = dyntexture; // either NULL or dyntexture handle
5130 R_SkinFrame_MarkUsed(item);
5134 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5136 unsigned long long avgcolor[5], wsum; \
5144 for(pix = 0; pix < cnt; ++pix) \
5147 for(comp = 0; comp < 3; ++comp) \
5149 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5152 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5154 for(comp = 0; comp < 3; ++comp) \
5155 avgcolor[comp] += getpixel * w; \
5158 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5159 avgcolor[4] += getpixel; \
5161 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5163 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5164 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5165 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5166 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5169 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5172 unsigned char *pixels;
5173 unsigned char *bumppixels;
5174 unsigned char *basepixels = NULL;
5175 int basepixels_width = 0;
5176 int basepixels_height = 0;
5177 skinframe_t *skinframe;
5178 rtexture_t *ddsbase = NULL;
5179 qboolean ddshasalpha = false;
5180 float ddsavgcolor[4];
5181 char basename[MAX_QPATH];
5183 if (cls.state == ca_dedicated)
5186 // return an existing skinframe if already loaded
5187 // if loading of the first image fails, don't make a new skinframe as it
5188 // would cause all future lookups of this to be missing
5189 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5190 if (skinframe && skinframe->base)
5193 Image_StripImageExtension(name, basename, sizeof(basename));
5195 // check for DDS texture file first
5196 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5198 basepixels = loadimagepixelsbgra(name, complain, true);
5199 if (basepixels == NULL)
5203 if (developer_loading.integer)
5204 Con_Printf("loading skin \"%s\"\n", name);
5206 // we've got some pixels to store, so really allocate this new texture now
5208 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5209 skinframe->stain = NULL;
5210 skinframe->merged = NULL;
5211 skinframe->base = NULL;
5212 skinframe->pants = NULL;
5213 skinframe->shirt = NULL;
5214 skinframe->nmap = NULL;
5215 skinframe->gloss = NULL;
5216 skinframe->glow = NULL;
5217 skinframe->fog = NULL;
5218 skinframe->hasalpha = false;
5222 skinframe->base = ddsbase;
5223 skinframe->hasalpha = ddshasalpha;
5224 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5225 if (r_loadfog && skinframe->hasalpha)
5226 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5227 //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]);
5231 basepixels_width = image_width;
5232 basepixels_height = image_height;
5233 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);
5234 if (textureflags & TEXF_ALPHA)
5236 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5238 if (basepixels[j] < 255)
5240 skinframe->hasalpha = true;
5244 if (r_loadfog && skinframe->hasalpha)
5246 // has transparent pixels
5247 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5248 for (j = 0;j < image_width * image_height * 4;j += 4)
5253 pixels[j+3] = basepixels[j+3];
5255 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);
5259 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5260 //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]);
5261 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5262 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5263 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5264 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5269 if (r_loadnormalmap)
5270 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5271 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5273 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5274 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5275 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5278 // _norm is the name used by tenebrae and has been adopted as standard
5279 if (r_loadnormalmap && skinframe->nmap == NULL)
5281 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5283 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);
5287 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5289 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5290 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5291 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);
5293 Mem_Free(bumppixels);
5295 else if (r_shadow_bumpscale_basetexture.value > 0)
5297 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5298 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5299 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);
5302 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5303 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5306 // _luma is supported only for tenebrae compatibility
5307 // _glow is the preferred name
5308 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5310 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);
5311 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5312 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5313 Mem_Free(pixels);pixels = NULL;
5316 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5318 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);
5319 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5320 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5325 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5327 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);
5328 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5329 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5334 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5336 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);
5337 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5338 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5344 Mem_Free(basepixels);
5349 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5350 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5353 unsigned char *temp1, *temp2;
5354 skinframe_t *skinframe;
5356 if (cls.state == ca_dedicated)
5359 // if already loaded just return it, otherwise make a new skinframe
5360 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5361 if (skinframe && skinframe->base)
5364 skinframe->stain = NULL;
5365 skinframe->merged = NULL;
5366 skinframe->base = NULL;
5367 skinframe->pants = NULL;
5368 skinframe->shirt = NULL;
5369 skinframe->nmap = NULL;
5370 skinframe->gloss = NULL;
5371 skinframe->glow = NULL;
5372 skinframe->fog = NULL;
5373 skinframe->hasalpha = false;
5375 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5379 if (developer_loading.integer)
5380 Con_Printf("loading 32bit skin \"%s\"\n", name);
5382 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5384 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5385 temp2 = temp1 + width * height * 4;
5386 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5387 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5390 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5391 if (textureflags & TEXF_ALPHA)
5393 for (i = 3;i < width * height * 4;i += 4)
5395 if (skindata[i] < 255)
5397 skinframe->hasalpha = true;
5401 if (r_loadfog && skinframe->hasalpha)
5403 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5404 memcpy(fogpixels, skindata, width * height * 4);
5405 for (i = 0;i < width * height * 4;i += 4)
5406 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5407 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5408 Mem_Free(fogpixels);
5412 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5413 //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]);
5418 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5422 skinframe_t *skinframe;
5424 if (cls.state == ca_dedicated)
5427 // if already loaded just return it, otherwise make a new skinframe
5428 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5429 if (skinframe && skinframe->base)
5432 skinframe->stain = NULL;
5433 skinframe->merged = NULL;
5434 skinframe->base = NULL;
5435 skinframe->pants = NULL;
5436 skinframe->shirt = NULL;
5437 skinframe->nmap = NULL;
5438 skinframe->gloss = NULL;
5439 skinframe->glow = NULL;
5440 skinframe->fog = NULL;
5441 skinframe->hasalpha = false;
5443 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5447 if (developer_loading.integer)
5448 Con_Printf("loading quake skin \"%s\"\n", name);
5450 // 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)
5451 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5452 memcpy(skinframe->qpixels, skindata, width*height);
5453 skinframe->qwidth = width;
5454 skinframe->qheight = height;
5457 for (i = 0;i < width * height;i++)
5458 featuresmask |= palette_featureflags[skindata[i]];
5460 skinframe->hasalpha = false;
5461 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5462 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5463 skinframe->qgeneratemerged = true;
5464 skinframe->qgeneratebase = skinframe->qhascolormapping;
5465 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5467 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5468 //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]);
5473 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5477 unsigned char *skindata;
5479 if (!skinframe->qpixels)
5482 if (!skinframe->qhascolormapping)
5483 colormapped = false;
5487 if (!skinframe->qgeneratebase)
5492 if (!skinframe->qgeneratemerged)
5496 width = skinframe->qwidth;
5497 height = skinframe->qheight;
5498 skindata = skinframe->qpixels;
5500 if (skinframe->qgeneratenmap)
5502 unsigned char *temp1, *temp2;
5503 skinframe->qgeneratenmap = false;
5504 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5505 temp2 = temp1 + width * height * 4;
5506 // use either a custom palette or the quake palette
5507 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5508 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5509 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5513 if (skinframe->qgenerateglow)
5515 skinframe->qgenerateglow = false;
5516 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5521 skinframe->qgeneratebase = false;
5522 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);
5523 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5524 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5528 skinframe->qgeneratemerged = false;
5529 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5532 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5534 Mem_Free(skinframe->qpixels);
5535 skinframe->qpixels = NULL;
5539 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)
5542 skinframe_t *skinframe;
5544 if (cls.state == ca_dedicated)
5547 // if already loaded just return it, otherwise make a new skinframe
5548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5549 if (skinframe && skinframe->base)
5552 skinframe->stain = NULL;
5553 skinframe->merged = NULL;
5554 skinframe->base = NULL;
5555 skinframe->pants = NULL;
5556 skinframe->shirt = NULL;
5557 skinframe->nmap = NULL;
5558 skinframe->gloss = NULL;
5559 skinframe->glow = NULL;
5560 skinframe->fog = NULL;
5561 skinframe->hasalpha = false;
5563 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5567 if (developer_loading.integer)
5568 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5570 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5571 if (textureflags & TEXF_ALPHA)
5573 for (i = 0;i < width * height;i++)
5575 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5577 skinframe->hasalpha = true;
5581 if (r_loadfog && skinframe->hasalpha)
5582 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5585 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5586 //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]);
5591 skinframe_t *R_SkinFrame_LoadMissing(void)
5593 skinframe_t *skinframe;
5595 if (cls.state == ca_dedicated)
5598 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5599 skinframe->stain = NULL;
5600 skinframe->merged = NULL;
5601 skinframe->base = NULL;
5602 skinframe->pants = NULL;
5603 skinframe->shirt = NULL;
5604 skinframe->nmap = NULL;
5605 skinframe->gloss = NULL;
5606 skinframe->glow = NULL;
5607 skinframe->fog = NULL;
5608 skinframe->hasalpha = false;
5610 skinframe->avgcolor[0] = rand() / RAND_MAX;
5611 skinframe->avgcolor[1] = rand() / RAND_MAX;
5612 skinframe->avgcolor[2] = rand() / RAND_MAX;
5613 skinframe->avgcolor[3] = 1;
5618 void R_Main_FreeViewCache(void)
5620 if (r_refdef.viewcache.entityvisible)
5621 Mem_Free(r_refdef.viewcache.entityvisible);
5622 if (r_refdef.viewcache.world_pvsbits)
5623 Mem_Free(r_refdef.viewcache.world_pvsbits);
5624 if (r_refdef.viewcache.world_leafvisible)
5625 Mem_Free(r_refdef.viewcache.world_leafvisible);
5626 if (r_refdef.viewcache.world_surfacevisible)
5627 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5628 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5631 void R_Main_ResizeViewCache(void)
5633 int numentities = r_refdef.scene.numentities;
5634 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5635 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5636 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5637 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5638 if (r_refdef.viewcache.maxentities < numentities)
5640 r_refdef.viewcache.maxentities = numentities;
5641 if (r_refdef.viewcache.entityvisible)
5642 Mem_Free(r_refdef.viewcache.entityvisible);
5643 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5645 if (r_refdef.viewcache.world_numclusters != numclusters)
5647 r_refdef.viewcache.world_numclusters = numclusters;
5648 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5649 if (r_refdef.viewcache.world_pvsbits)
5650 Mem_Free(r_refdef.viewcache.world_pvsbits);
5651 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5653 if (r_refdef.viewcache.world_numleafs != numleafs)
5655 r_refdef.viewcache.world_numleafs = numleafs;
5656 if (r_refdef.viewcache.world_leafvisible)
5657 Mem_Free(r_refdef.viewcache.world_leafvisible);
5658 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5660 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5662 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5663 if (r_refdef.viewcache.world_surfacevisible)
5664 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5665 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5669 extern rtexture_t *loadingscreentexture;
5670 void gl_main_start(void)
5672 loadingscreentexture = NULL;
5673 r_texture_blanknormalmap = NULL;
5674 r_texture_white = NULL;
5675 r_texture_grey128 = NULL;
5676 r_texture_black = NULL;
5677 r_texture_whitecube = NULL;
5678 r_texture_normalizationcube = NULL;
5679 r_texture_fogattenuation = NULL;
5680 r_texture_gammaramps = NULL;
5682 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5683 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5685 switch(vid.renderpath)
5687 case RENDERPATH_GL20:
5688 case RENDERPATH_CGGL:
5689 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5690 Cvar_SetValueQuick(&gl_combine, 1);
5691 Cvar_SetValueQuick(&r_glsl, 1);
5692 r_loadnormalmap = true;
5696 case RENDERPATH_GL13:
5697 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5698 Cvar_SetValueQuick(&gl_combine, 1);
5699 Cvar_SetValueQuick(&r_glsl, 0);
5700 r_loadnormalmap = false;
5701 r_loadgloss = false;
5704 case RENDERPATH_GL11:
5705 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5706 Cvar_SetValueQuick(&gl_combine, 0);
5707 Cvar_SetValueQuick(&r_glsl, 0);
5708 r_loadnormalmap = false;
5709 r_loadgloss = false;
5715 R_FrameData_Reset();
5719 memset(r_queries, 0, sizeof(r_queries));
5721 r_qwskincache = NULL;
5722 r_qwskincache_size = 0;
5724 // set up r_skinframe loading system for textures
5725 memset(&r_skinframe, 0, sizeof(r_skinframe));
5726 r_skinframe.loadsequence = 1;
5727 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5729 r_main_texturepool = R_AllocTexturePool();
5730 R_BuildBlankTextures();
5732 if (vid.support.arb_texture_cube_map)
5735 R_BuildNormalizationCube();
5737 r_texture_fogattenuation = NULL;
5738 r_texture_gammaramps = NULL;
5739 //r_texture_fogintensity = NULL;
5740 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5741 memset(&r_waterstate, 0, sizeof(r_waterstate));
5742 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5743 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5745 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5746 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5748 memset(&r_svbsp, 0, sizeof (r_svbsp));
5750 r_refdef.fogmasktable_density = 0;
5753 void gl_main_shutdown(void)
5756 R_FrameData_Reset();
5758 R_Main_FreeViewCache();
5761 qglDeleteQueriesARB(r_maxqueries, r_queries);
5765 memset(r_queries, 0, sizeof(r_queries));
5767 r_qwskincache = NULL;
5768 r_qwskincache_size = 0;
5770 // clear out the r_skinframe state
5771 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5772 memset(&r_skinframe, 0, sizeof(r_skinframe));
5775 Mem_Free(r_svbsp.nodes);
5776 memset(&r_svbsp, 0, sizeof (r_svbsp));
5777 R_FreeTexturePool(&r_main_texturepool);
5778 loadingscreentexture = NULL;
5779 r_texture_blanknormalmap = NULL;
5780 r_texture_white = NULL;
5781 r_texture_grey128 = NULL;
5782 r_texture_black = NULL;
5783 r_texture_whitecube = NULL;
5784 r_texture_normalizationcube = NULL;
5785 r_texture_fogattenuation = NULL;
5786 r_texture_gammaramps = NULL;
5787 //r_texture_fogintensity = NULL;
5788 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5789 memset(&r_waterstate, 0, sizeof(r_waterstate));
5793 extern void CL_ParseEntityLump(char *entitystring);
5794 void gl_main_newmap(void)
5796 // FIXME: move this code to client
5798 char *entities, entname[MAX_QPATH];
5800 Mem_Free(r_qwskincache);
5801 r_qwskincache = NULL;
5802 r_qwskincache_size = 0;
5805 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5806 l = (int)strlen(entname) - 4;
5807 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5809 memcpy(entname + l, ".ent", 5);
5810 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5812 CL_ParseEntityLump(entities);
5817 if (cl.worldmodel->brush.entities)
5818 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5820 R_Main_FreeViewCache();
5822 R_FrameData_Reset();
5825 void GL_Main_Init(void)
5827 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5829 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5830 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5831 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5832 if (gamemode == GAME_NEHAHRA)
5834 Cvar_RegisterVariable (&gl_fogenable);
5835 Cvar_RegisterVariable (&gl_fogdensity);
5836 Cvar_RegisterVariable (&gl_fogred);
5837 Cvar_RegisterVariable (&gl_foggreen);
5838 Cvar_RegisterVariable (&gl_fogblue);
5839 Cvar_RegisterVariable (&gl_fogstart);
5840 Cvar_RegisterVariable (&gl_fogend);
5841 Cvar_RegisterVariable (&gl_skyclip);
5843 Cvar_RegisterVariable(&r_motionblur);
5844 Cvar_RegisterVariable(&r_motionblur_maxblur);
5845 Cvar_RegisterVariable(&r_motionblur_bmin);
5846 Cvar_RegisterVariable(&r_motionblur_vmin);
5847 Cvar_RegisterVariable(&r_motionblur_vmax);
5848 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5849 Cvar_RegisterVariable(&r_motionblur_randomize);
5850 Cvar_RegisterVariable(&r_damageblur);
5851 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5852 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5853 Cvar_RegisterVariable(&r_equalize_entities_by);
5854 Cvar_RegisterVariable(&r_equalize_entities_to);
5855 Cvar_RegisterVariable(&r_depthfirst);
5856 Cvar_RegisterVariable(&r_useinfinitefarclip);
5857 Cvar_RegisterVariable(&r_farclip_base);
5858 Cvar_RegisterVariable(&r_farclip_world);
5859 Cvar_RegisterVariable(&r_nearclip);
5860 Cvar_RegisterVariable(&r_showbboxes);
5861 Cvar_RegisterVariable(&r_showsurfaces);
5862 Cvar_RegisterVariable(&r_showtris);
5863 Cvar_RegisterVariable(&r_shownormals);
5864 Cvar_RegisterVariable(&r_showlighting);
5865 Cvar_RegisterVariable(&r_showshadowvolumes);
5866 Cvar_RegisterVariable(&r_showcollisionbrushes);
5867 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5868 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5869 Cvar_RegisterVariable(&r_showdisabledepthtest);
5870 Cvar_RegisterVariable(&r_drawportals);
5871 Cvar_RegisterVariable(&r_drawentities);
5872 Cvar_RegisterVariable(&r_cullentities_trace);
5873 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5874 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5875 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5876 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5877 Cvar_RegisterVariable(&r_drawviewmodel);
5878 Cvar_RegisterVariable(&r_speeds);
5879 Cvar_RegisterVariable(&r_fullbrights);
5880 Cvar_RegisterVariable(&r_wateralpha);
5881 Cvar_RegisterVariable(&r_dynamic);
5882 Cvar_RegisterVariable(&r_fullbright);
5883 Cvar_RegisterVariable(&r_shadows);
5884 Cvar_RegisterVariable(&r_shadows_darken);
5885 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5886 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5887 Cvar_RegisterVariable(&r_shadows_throwdistance);
5888 Cvar_RegisterVariable(&r_shadows_throwdirection);
5889 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5890 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5891 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5892 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5893 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5894 Cvar_RegisterVariable(&r_fog_exp2);
5895 Cvar_RegisterVariable(&r_drawfog);
5896 Cvar_RegisterVariable(&r_transparentdepthmasking);
5897 Cvar_RegisterVariable(&r_texture_dds_load);
5898 Cvar_RegisterVariable(&r_texture_dds_save);
5899 Cvar_RegisterVariable(&r_textureunits);
5900 Cvar_RegisterVariable(&gl_combine);
5901 Cvar_RegisterVariable(&r_glsl);
5902 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5903 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5904 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5905 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5906 Cvar_RegisterVariable(&r_glsl_postprocess);
5907 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5908 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5909 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5910 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5911 Cvar_RegisterVariable(&r_water);
5912 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5913 Cvar_RegisterVariable(&r_water_clippingplanebias);
5914 Cvar_RegisterVariable(&r_water_refractdistort);
5915 Cvar_RegisterVariable(&r_water_reflectdistort);
5916 Cvar_RegisterVariable(&r_lerpsprites);
5917 Cvar_RegisterVariable(&r_lerpmodels);
5918 Cvar_RegisterVariable(&r_lerplightstyles);
5919 Cvar_RegisterVariable(&r_waterscroll);
5920 Cvar_RegisterVariable(&r_bloom);
5921 Cvar_RegisterVariable(&r_bloom_colorscale);
5922 Cvar_RegisterVariable(&r_bloom_brighten);
5923 Cvar_RegisterVariable(&r_bloom_blur);
5924 Cvar_RegisterVariable(&r_bloom_resolution);
5925 Cvar_RegisterVariable(&r_bloom_colorexponent);
5926 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5927 Cvar_RegisterVariable(&r_hdr);
5928 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5929 Cvar_RegisterVariable(&r_hdr_glowintensity);
5930 Cvar_RegisterVariable(&r_hdr_range);
5931 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5932 Cvar_RegisterVariable(&developer_texturelogging);
5933 Cvar_RegisterVariable(&gl_lightmaps);
5934 Cvar_RegisterVariable(&r_test);
5935 Cvar_RegisterVariable(&r_batchmode);
5936 Cvar_RegisterVariable(&r_glsl_saturation);
5937 Cvar_RegisterVariable(&r_framedatasize);
5938 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5939 Cvar_SetValue("r_fullbrights", 0);
5940 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5942 Cvar_RegisterVariable(&r_track_sprites);
5943 Cvar_RegisterVariable(&r_track_sprites_flags);
5944 Cvar_RegisterVariable(&r_track_sprites_scalew);
5945 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5948 extern void R_Textures_Init(void);
5949 extern void GL_Draw_Init(void);
5950 extern void GL_Main_Init(void);
5951 extern void R_Shadow_Init(void);
5952 extern void R_Sky_Init(void);
5953 extern void GL_Surf_Init(void);
5954 extern void R_Particles_Init(void);
5955 extern void R_Explosion_Init(void);
5956 extern void gl_backend_init(void);
5957 extern void Sbar_Init(void);
5958 extern void R_LightningBeams_Init(void);
5959 extern void Mod_RenderInit(void);
5960 extern void Font_Init(void);
5962 void Render_Init(void)
5975 R_LightningBeams_Init();
5984 extern char *ENGINE_EXTENSIONS;
5987 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5988 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5989 gl_version = (const char *)qglGetString(GL_VERSION);
5990 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5994 if (!gl_platformextensions)
5995 gl_platformextensions = "";
5997 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5998 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5999 Con_Printf("GL_VERSION: %s\n", gl_version);
6000 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6001 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6003 VID_CheckExtensions();
6005 // LordHavoc: report supported extensions
6006 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6008 // clear to black (loading plaque will be seen over this)
6010 qglClearColor(0,0,0,1);CHECKGLERROR
6011 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6014 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6018 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6020 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6023 p = r_refdef.view.frustum + i;
6028 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6032 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6036 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6040 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6044 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6048 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6052 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6056 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6064 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6068 for (i = 0;i < numplanes;i++)
6075 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6079 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6083 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6087 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6091 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6095 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6099 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6103 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6111 //==================================================================================
6113 // LordHavoc: this stores temporary data used within the same frame
6115 qboolean r_framedata_failed;
6116 static size_t r_framedata_size;
6117 static size_t r_framedata_current;
6118 static void *r_framedata_base;
6120 void R_FrameData_Reset(void)
6122 if (r_framedata_base)
6123 Mem_Free(r_framedata_base);
6124 r_framedata_base = NULL;
6125 r_framedata_size = 0;
6126 r_framedata_current = 0;
6127 r_framedata_failed = false;
6130 void R_FrameData_NewFrame(void)
6133 if (r_framedata_failed)
6134 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6135 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6136 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6137 if (r_framedata_size != wantedsize)
6139 r_framedata_size = wantedsize;
6140 if (r_framedata_base)
6141 Mem_Free(r_framedata_base);
6142 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6144 r_framedata_current = 0;
6145 r_framedata_failed = false;
6148 void *R_FrameData_Alloc(size_t size)
6152 // align to 16 byte boundary
6153 size = (size + 15) & ~15;
6154 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6155 r_framedata_current += size;
6158 if (r_framedata_current > r_framedata_size)
6159 r_framedata_failed = true;
6161 // return NULL on everything after a failure
6162 if (r_framedata_failed)
6168 void *R_FrameData_Store(size_t size, void *data)
6170 void *d = R_FrameData_Alloc(size);
6172 memcpy(d, data, size);
6176 //==================================================================================
6178 // LordHavoc: animcache originally written by Echon, rewritten since then
6181 * Animation cache prevents re-generating mesh data for an animated model
6182 * multiple times in one frame for lighting, shadowing, reflections, etc.
6185 void R_AnimCache_Free(void)
6189 void R_AnimCache_ClearCache(void)
6192 entity_render_t *ent;
6194 for (i = 0;i < r_refdef.scene.numentities;i++)
6196 ent = r_refdef.scene.entities[i];
6197 ent->animcache_vertex3f = NULL;
6198 ent->animcache_normal3f = NULL;
6199 ent->animcache_svector3f = NULL;
6200 ent->animcache_tvector3f = NULL;
6204 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6206 dp_model_t *model = ent->model;
6208 // see if it's already cached this frame
6209 if (ent->animcache_vertex3f)
6211 // add normals/tangents if needed
6212 if (wantnormals || wanttangents)
6214 if (ent->animcache_normal3f)
6215 wantnormals = false;
6216 if (ent->animcache_svector3f)
6217 wanttangents = false;
6218 if (wantnormals || wanttangents)
6220 numvertices = model->surfmesh.num_vertices;
6222 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6225 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6226 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6228 if (!r_framedata_failed)
6229 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6235 // see if this ent is worth caching
6236 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6238 // get some memory for this entity and generate mesh data
6239 numvertices = model->surfmesh.num_vertices;
6240 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6242 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6245 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6246 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6248 if (!r_framedata_failed)
6249 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6251 return !r_framedata_failed;
6254 void R_AnimCache_CacheVisibleEntities(void)
6257 qboolean wantnormals = !r_showsurfaces.integer;
6258 qboolean wanttangents = !r_showsurfaces.integer;
6260 switch(vid.renderpath)
6262 case RENDERPATH_GL20:
6263 case RENDERPATH_CGGL:
6265 case RENDERPATH_GL13:
6266 case RENDERPATH_GL11:
6267 wanttangents = false;
6271 // TODO: thread this
6272 // NOTE: R_PrepareRTLights() also caches entities
6274 for (i = 0;i < r_refdef.scene.numentities;i++)
6275 if (r_refdef.viewcache.entityvisible[i])
6276 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6278 if (r_shadows.integer)
6279 for (i = 0;i < r_refdef.scene.numentities;i++)
6280 if (!r_refdef.viewcache.entityvisible[i])
6281 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6284 //==================================================================================
6286 static void R_View_UpdateEntityLighting (void)
6289 entity_render_t *ent;
6290 vec3_t tempdiffusenormal, avg;
6291 vec_t f, fa, fd, fdd;
6293 for (i = 0;i < r_refdef.scene.numentities;i++)
6295 ent = r_refdef.scene.entities[i];
6297 // skip unseen models
6298 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6302 if (ent->model && ent->model->brush.num_leafs)
6304 // TODO: use modellight for r_ambient settings on world?
6305 VectorSet(ent->modellight_ambient, 0, 0, 0);
6306 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6307 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6311 // fetch the lighting from the worldmodel data
6312 VectorClear(ent->modellight_ambient);
6313 VectorClear(ent->modellight_diffuse);
6314 VectorClear(tempdiffusenormal);
6315 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6318 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6319 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6320 if(ent->flags & RENDER_EQUALIZE)
6322 // first fix up ambient lighting...
6323 if(r_equalize_entities_minambient.value > 0)
6325 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6328 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6329 if(fa < r_equalize_entities_minambient.value * fd)
6332 // fa'/fd' = minambient
6333 // fa'+0.25*fd' = fa+0.25*fd
6335 // fa' = fd' * minambient
6336 // fd'*(0.25+minambient) = fa+0.25*fd
6338 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6339 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6341 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6342 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
6343 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6344 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6349 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6351 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6352 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6355 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6356 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6357 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6363 VectorSet(ent->modellight_ambient, 1, 1, 1);
6365 // move the light direction into modelspace coordinates for lighting code
6366 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6367 if(VectorLength2(ent->modellight_lightdir) == 0)
6368 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6369 VectorNormalize(ent->modellight_lightdir);
6373 #define MAX_LINEOFSIGHTTRACES 64
6375 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6378 vec3_t boxmins, boxmaxs;
6381 dp_model_t *model = r_refdef.scene.worldmodel;
6383 if (!model || !model->brush.TraceLineOfSight)
6386 // expand the box a little
6387 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6388 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6389 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6390 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6391 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6392 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6395 VectorCopy(eye, start);
6396 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6397 if (model->brush.TraceLineOfSight(model, start, end))
6400 // try various random positions
6401 for (i = 0;i < numsamples;i++)
6403 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6404 if (model->brush.TraceLineOfSight(model, start, end))
6412 static void R_View_UpdateEntityVisible (void)
6417 entity_render_t *ent;
6419 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6420 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6422 // worldmodel can check visibility
6423 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6424 for (i = 0;i < r_refdef.scene.numentities;i++)
6426 ent = r_refdef.scene.entities[i];
6427 if (!(ent->flags & renderimask))
6428 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)))
6429 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))
6430 r_refdef.viewcache.entityvisible[i] = true;
6432 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6434 for (i = 0;i < r_refdef.scene.numentities;i++)
6436 ent = r_refdef.scene.entities[i];
6437 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6439 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6441 continue; // temp entities do pvs only
6442 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6443 ent->last_trace_visibility = realtime;
6444 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6445 r_refdef.viewcache.entityvisible[i] = 0;
6452 // no worldmodel or it can't check visibility
6453 for (i = 0;i < r_refdef.scene.numentities;i++)
6455 ent = r_refdef.scene.entities[i];
6456 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));
6461 /// only used if skyrendermasked, and normally returns false
6462 int R_DrawBrushModelsSky (void)
6465 entity_render_t *ent;
6468 for (i = 0;i < r_refdef.scene.numentities;i++)
6470 if (!r_refdef.viewcache.entityvisible[i])
6472 ent = r_refdef.scene.entities[i];
6473 if (!ent->model || !ent->model->DrawSky)
6475 ent->model->DrawSky(ent);
6481 static void R_DrawNoModel(entity_render_t *ent);
6482 static void R_DrawModels(void)
6485 entity_render_t *ent;
6487 for (i = 0;i < r_refdef.scene.numentities;i++)
6489 if (!r_refdef.viewcache.entityvisible[i])
6491 ent = r_refdef.scene.entities[i];
6492 r_refdef.stats.entities++;
6493 if (ent->model && ent->model->Draw != NULL)
6494 ent->model->Draw(ent);
6500 static void R_DrawModelsDepth(void)
6503 entity_render_t *ent;
6505 for (i = 0;i < r_refdef.scene.numentities;i++)
6507 if (!r_refdef.viewcache.entityvisible[i])
6509 ent = r_refdef.scene.entities[i];
6510 if (ent->model && ent->model->DrawDepth != NULL)
6511 ent->model->DrawDepth(ent);
6515 static void R_DrawModelsDebug(void)
6518 entity_render_t *ent;
6520 for (i = 0;i < r_refdef.scene.numentities;i++)
6522 if (!r_refdef.viewcache.entityvisible[i])
6524 ent = r_refdef.scene.entities[i];
6525 if (ent->model && ent->model->DrawDebug != NULL)
6526 ent->model->DrawDebug(ent);
6530 static void R_DrawModelsAddWaterPlanes(void)
6533 entity_render_t *ent;
6535 for (i = 0;i < r_refdef.scene.numentities;i++)
6537 if (!r_refdef.viewcache.entityvisible[i])
6539 ent = r_refdef.scene.entities[i];
6540 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6541 ent->model->DrawAddWaterPlanes(ent);
6545 static void R_View_SetFrustum(void)
6548 double slopex, slopey;
6549 vec3_t forward, left, up, origin;
6551 // we can't trust r_refdef.view.forward and friends in reflected scenes
6552 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6555 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6556 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6557 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6558 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6559 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6560 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6561 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6562 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6563 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6564 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6565 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6566 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6570 zNear = r_refdef.nearclip;
6571 nudge = 1.0 - 1.0 / (1<<23);
6572 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6573 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6574 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6575 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6576 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6577 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6578 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6579 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6585 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6586 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6587 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6588 r_refdef.view.frustum[0].dist = m[15] - m[12];
6590 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6591 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6592 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6593 r_refdef.view.frustum[1].dist = m[15] + m[12];
6595 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6596 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6597 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6598 r_refdef.view.frustum[2].dist = m[15] - m[13];
6600 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6601 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6602 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6603 r_refdef.view.frustum[3].dist = m[15] + m[13];
6605 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6606 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6607 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6608 r_refdef.view.frustum[4].dist = m[15] - m[14];
6610 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6611 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6612 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6613 r_refdef.view.frustum[5].dist = m[15] + m[14];
6616 if (r_refdef.view.useperspective)
6618 slopex = 1.0 / r_refdef.view.frustum_x;
6619 slopey = 1.0 / r_refdef.view.frustum_y;
6620 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6621 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6622 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6623 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6624 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6626 // Leaving those out was a mistake, those were in the old code, and they
6627 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6628 // I couldn't reproduce it after adding those normalizations. --blub
6629 VectorNormalize(r_refdef.view.frustum[0].normal);
6630 VectorNormalize(r_refdef.view.frustum[1].normal);
6631 VectorNormalize(r_refdef.view.frustum[2].normal);
6632 VectorNormalize(r_refdef.view.frustum[3].normal);
6634 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6635 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]);
6636 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]);
6637 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]);
6638 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]);
6640 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6641 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6642 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6643 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6644 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6648 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6649 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6650 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6651 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6652 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6653 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6654 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6655 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6656 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6657 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6659 r_refdef.view.numfrustumplanes = 5;
6661 if (r_refdef.view.useclipplane)
6663 r_refdef.view.numfrustumplanes = 6;
6664 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6667 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6668 PlaneClassify(r_refdef.view.frustum + i);
6670 // LordHavoc: note to all quake engine coders, Quake had a special case
6671 // for 90 degrees which assumed a square view (wrong), so I removed it,
6672 // Quake2 has it disabled as well.
6674 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6675 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6676 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6677 //PlaneClassify(&frustum[0]);
6679 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6680 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6681 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6682 //PlaneClassify(&frustum[1]);
6684 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6685 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6686 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6687 //PlaneClassify(&frustum[2]);
6689 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6690 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6691 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6692 //PlaneClassify(&frustum[3]);
6695 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6696 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6697 //PlaneClassify(&frustum[4]);
6700 void R_View_Update(void)
6702 R_Main_ResizeViewCache();
6703 R_View_SetFrustum();
6704 R_View_WorldVisibility(r_refdef.view.useclipplane);
6705 R_View_UpdateEntityVisible();
6706 R_View_UpdateEntityLighting();
6709 void R_SetupView(qboolean allowwaterclippingplane)
6711 const float *customclipplane = NULL;
6713 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6715 // LordHavoc: couldn't figure out how to make this approach the
6716 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6717 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6718 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6719 dist = r_refdef.view.clipplane.dist;
6720 plane[0] = r_refdef.view.clipplane.normal[0];
6721 plane[1] = r_refdef.view.clipplane.normal[1];
6722 plane[2] = r_refdef.view.clipplane.normal[2];
6724 customclipplane = plane;
6727 if (!r_refdef.view.useperspective)
6728 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);
6729 else if (vid.stencil && r_useinfinitefarclip.integer)
6730 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);
6732 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);
6733 R_SetViewport(&r_refdef.view.viewport);
6736 void R_EntityMatrix(const matrix4x4_t *matrix)
6738 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6740 gl_modelmatrixchanged = false;
6741 gl_modelmatrix = *matrix;
6742 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6743 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6744 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6745 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6747 switch(vid.renderpath)
6749 case RENDERPATH_GL20:
6750 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6751 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6752 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6754 case RENDERPATH_CGGL:
6757 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6758 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6759 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6762 case RENDERPATH_GL13:
6763 case RENDERPATH_GL11:
6764 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6770 void R_ResetViewRendering2D(void)
6772 r_viewport_t viewport;
6775 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6776 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);
6777 R_SetViewport(&viewport);
6778 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6779 GL_Color(1, 1, 1, 1);
6780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6781 GL_BlendFunc(GL_ONE, GL_ZERO);
6782 GL_AlphaTest(false);
6783 GL_ScissorTest(false);
6784 GL_DepthMask(false);
6785 GL_DepthRange(0, 1);
6786 GL_DepthTest(false);
6787 R_EntityMatrix(&identitymatrix);
6788 R_Mesh_ResetTextureState();
6789 GL_PolygonOffset(0, 0);
6790 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6791 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6792 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6793 qglStencilMask(~0);CHECKGLERROR
6794 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6795 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6796 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6799 void R_ResetViewRendering3D(void)
6804 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6805 GL_Color(1, 1, 1, 1);
6806 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6807 GL_BlendFunc(GL_ONE, GL_ZERO);
6808 GL_AlphaTest(false);
6809 GL_ScissorTest(true);
6811 GL_DepthRange(0, 1);
6813 R_EntityMatrix(&identitymatrix);
6814 R_Mesh_ResetTextureState();
6815 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6816 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6817 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6818 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6819 qglStencilMask(~0);CHECKGLERROR
6820 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6821 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6822 GL_CullFace(r_refdef.view.cullface_back);
6825 void R_RenderScene(void);
6826 void R_RenderWaterPlanes(void);
6828 static void R_Water_StartFrame(void)
6831 int waterwidth, waterheight, texturewidth, textureheight;
6832 r_waterstate_waterplane_t *p;
6834 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6837 switch(vid.renderpath)
6839 case RENDERPATH_GL20:
6840 case RENDERPATH_CGGL:
6842 case RENDERPATH_GL13:
6843 case RENDERPATH_GL11:
6847 // set waterwidth and waterheight to the water resolution that will be
6848 // used (often less than the screen resolution for faster rendering)
6849 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6850 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6852 // calculate desired texture sizes
6853 // can't use water if the card does not support the texture size
6854 if (!r_water.integer || r_showsurfaces.integer)
6855 texturewidth = textureheight = waterwidth = waterheight = 0;
6856 else if (vid.support.arb_texture_non_power_of_two)
6858 texturewidth = waterwidth;
6859 textureheight = waterheight;
6863 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6864 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6867 // allocate textures as needed
6868 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6870 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6871 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6873 if (p->texture_refraction)
6874 R_FreeTexture(p->texture_refraction);
6875 p->texture_refraction = NULL;
6876 if (p->texture_reflection)
6877 R_FreeTexture(p->texture_reflection);
6878 p->texture_reflection = NULL;
6880 memset(&r_waterstate, 0, sizeof(r_waterstate));
6881 r_waterstate.texturewidth = texturewidth;
6882 r_waterstate.textureheight = textureheight;
6885 if (r_waterstate.texturewidth)
6887 r_waterstate.enabled = true;
6889 // when doing a reduced render (HDR) we want to use a smaller area
6890 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6891 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6893 // set up variables that will be used in shader setup
6894 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6895 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6896 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6897 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6900 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6901 r_waterstate.numwaterplanes = 0;
6904 void R_Water_AddWaterPlane(msurface_t *surface)
6906 int triangleindex, planeindex;
6912 r_waterstate_waterplane_t *p;
6913 texture_t *t = R_GetCurrentTexture(surface->texture);
6914 // just use the first triangle with a valid normal for any decisions
6915 VectorClear(normal);
6916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6921 TriangleNormal(vert[0], vert[1], vert[2], normal);
6922 if (VectorLength2(normal) >= 0.001)
6926 VectorCopy(normal, plane.normal);
6927 VectorNormalize(plane.normal);
6928 plane.dist = DotProduct(vert[0], plane.normal);
6929 PlaneClassify(&plane);
6930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6932 // skip backfaces (except if nocullface is set)
6933 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6935 VectorNegate(plane.normal, plane.normal);
6937 PlaneClassify(&plane);
6941 // find a matching plane if there is one
6942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6945 if (planeindex >= r_waterstate.maxwaterplanes)
6946 return; // nothing we can do, out of planes
6948 // if this triangle does not fit any known plane rendered this frame, add one
6949 if (planeindex >= r_waterstate.numwaterplanes)
6951 // store the new plane
6952 r_waterstate.numwaterplanes++;
6954 // clear materialflags and pvs
6955 p->materialflags = 0;
6956 p->pvsvalid = false;
6958 // merge this surface's materialflags into the waterplane
6959 p->materialflags |= t->currentmaterialflags;
6960 // merge this surface's PVS into the waterplane
6961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6970 static void R_Water_ProcessPlanes(void)
6972 r_refdef_view_t originalview;
6973 r_refdef_view_t myview;
6975 r_waterstate_waterplane_t *p;
6977 originalview = r_refdef.view;
6979 // make sure enough textures are allocated
6980 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6984 if (!p->texture_refraction)
6985 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6986 if (!p->texture_refraction)
6990 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6992 if (!p->texture_reflection)
6993 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6994 if (!p->texture_reflection)
7000 r_refdef.view = originalview;
7001 r_refdef.view.showdebug = false;
7002 r_refdef.view.width = r_waterstate.waterwidth;
7003 r_refdef.view.height = r_waterstate.waterheight;
7004 r_refdef.view.useclipplane = true;
7005 myview = r_refdef.view;
7006 r_waterstate.renderingscene = true;
7007 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7011 r_refdef.view = myview;
7012 // render reflected scene and copy into texture
7013 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7014 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7015 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7016 r_refdef.view.clipplane = p->plane;
7017 // reverse the cullface settings for this render
7018 r_refdef.view.cullface_front = GL_FRONT;
7019 r_refdef.view.cullface_back = GL_BACK;
7020 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7022 r_refdef.view.usecustompvs = true;
7024 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7026 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7029 R_ResetViewRendering3D();
7030 R_ClearScreen(r_refdef.fogenabled);
7034 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);
7037 // render the normal view scene and copy into texture
7038 // (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)
7039 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7041 r_refdef.view = myview;
7042 r_refdef.view.clipplane = p->plane;
7043 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7044 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7045 PlaneClassify(&r_refdef.view.clipplane);
7047 R_ResetViewRendering3D();
7048 R_ClearScreen(r_refdef.fogenabled);
7052 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);
7056 r_waterstate.renderingscene = false;
7057 r_refdef.view = originalview;
7058 R_ResetViewRendering3D();
7059 R_ClearScreen(r_refdef.fogenabled);
7063 r_refdef.view = originalview;
7064 r_waterstate.renderingscene = false;
7065 Cvar_SetValueQuick(&r_water, 0);
7066 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7070 void R_Bloom_StartFrame(void)
7072 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7074 switch(vid.renderpath)
7076 case RENDERPATH_GL20:
7077 case RENDERPATH_CGGL:
7079 case RENDERPATH_GL13:
7080 case RENDERPATH_GL11:
7084 // set bloomwidth and bloomheight to the bloom resolution that will be
7085 // used (often less than the screen resolution for faster rendering)
7086 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7087 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7088 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7089 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7090 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7092 // calculate desired texture sizes
7093 if (vid.support.arb_texture_non_power_of_two)
7095 screentexturewidth = r_refdef.view.width;
7096 screentextureheight = r_refdef.view.height;
7097 bloomtexturewidth = r_bloomstate.bloomwidth;
7098 bloomtextureheight = r_bloomstate.bloomheight;
7102 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7103 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7104 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7105 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7108 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))
7110 Cvar_SetValueQuick(&r_hdr, 0);
7111 Cvar_SetValueQuick(&r_bloom, 0);
7112 Cvar_SetValueQuick(&r_motionblur, 0);
7113 Cvar_SetValueQuick(&r_damageblur, 0);
7116 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)))
7117 screentexturewidth = screentextureheight = 0;
7118 if (!r_hdr.integer && !r_bloom.integer)
7119 bloomtexturewidth = bloomtextureheight = 0;
7121 // allocate textures as needed
7122 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7124 if (r_bloomstate.texture_screen)
7125 R_FreeTexture(r_bloomstate.texture_screen);
7126 r_bloomstate.texture_screen = NULL;
7127 r_bloomstate.screentexturewidth = screentexturewidth;
7128 r_bloomstate.screentextureheight = screentextureheight;
7129 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7130 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7132 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7134 if (r_bloomstate.texture_bloom)
7135 R_FreeTexture(r_bloomstate.texture_bloom);
7136 r_bloomstate.texture_bloom = NULL;
7137 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7138 r_bloomstate.bloomtextureheight = bloomtextureheight;
7139 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7140 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7143 // when doing a reduced render (HDR) we want to use a smaller area
7144 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7145 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7146 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7147 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7148 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7150 // set up a texcoord array for the full resolution screen image
7151 // (we have to keep this around to copy back during final render)
7152 r_bloomstate.screentexcoord2f[0] = 0;
7153 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7154 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7155 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7156 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7157 r_bloomstate.screentexcoord2f[5] = 0;
7158 r_bloomstate.screentexcoord2f[6] = 0;
7159 r_bloomstate.screentexcoord2f[7] = 0;
7161 // set up a texcoord array for the reduced resolution bloom image
7162 // (which will be additive blended over the screen image)
7163 r_bloomstate.bloomtexcoord2f[0] = 0;
7164 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7165 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7166 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7167 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7168 r_bloomstate.bloomtexcoord2f[5] = 0;
7169 r_bloomstate.bloomtexcoord2f[6] = 0;
7170 r_bloomstate.bloomtexcoord2f[7] = 0;
7172 if (r_hdr.integer || r_bloom.integer)
7174 r_bloomstate.enabled = true;
7175 r_bloomstate.hdr = r_hdr.integer != 0;
7178 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);
7181 void R_Bloom_CopyBloomTexture(float colorscale)
7183 r_refdef.stats.bloom++;
7185 // scale down screen texture to the bloom texture size
7187 R_SetViewport(&r_bloomstate.viewport);
7188 GL_BlendFunc(GL_ONE, GL_ZERO);
7189 GL_Color(colorscale, colorscale, colorscale, 1);
7190 // TODO: optimize with multitexture or GLSL
7191 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7192 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7193 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7194 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7196 // we now have a bloom image in the framebuffer
7197 // copy it into the bloom image texture for later processing
7198 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);
7199 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7202 void R_Bloom_CopyHDRTexture(void)
7204 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);
7205 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7208 void R_Bloom_MakeTexture(void)
7211 float xoffset, yoffset, r, brighten;
7213 r_refdef.stats.bloom++;
7215 R_ResetViewRendering2D();
7216 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7217 R_Mesh_ColorPointer(NULL, 0, 0);
7219 // we have a bloom image in the framebuffer
7221 R_SetViewport(&r_bloomstate.viewport);
7223 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7226 r = bound(0, r_bloom_colorexponent.value / x, 1);
7227 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7228 GL_Color(r, r, r, 1);
7229 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7230 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7231 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7232 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7234 // copy the vertically blurred bloom view to a texture
7235 GL_ActiveTexture(0);
7237 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7238 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7241 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7242 brighten = r_bloom_brighten.value;
7244 brighten *= r_hdr_range.value;
7245 brighten = sqrt(brighten);
7247 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7248 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7251 for (dir = 0;dir < 2;dir++)
7253 // blend on at multiple vertical offsets to achieve a vertical blur
7254 // TODO: do offset blends using GLSL
7255 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7256 GL_BlendFunc(GL_ONE, GL_ZERO);
7257 for (x = -range;x <= range;x++)
7259 if (!dir){xoffset = 0;yoffset = x;}
7260 else {xoffset = x;yoffset = 0;}
7261 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7262 yoffset /= (float)r_bloomstate.bloomtextureheight;
7263 // compute a texcoord array with the specified x and y offset
7264 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7265 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7266 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7267 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7268 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7269 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7270 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7271 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7272 // this r value looks like a 'dot' particle, fading sharply to
7273 // black at the edges
7274 // (probably not realistic but looks good enough)
7275 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7276 //r = brighten/(range*2+1);
7277 r = brighten / (range * 2 + 1);
7279 r *= (1 - x*x/(float)(range*range));
7280 GL_Color(r, r, r, 1);
7281 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7282 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7283 GL_BlendFunc(GL_ONE, GL_ONE);
7286 // copy the vertically blurred bloom view to a texture
7287 GL_ActiveTexture(0);
7289 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7290 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7293 // apply subtract last
7294 // (just like it would be in a GLSL shader)
7295 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7297 GL_BlendFunc(GL_ONE, GL_ZERO);
7298 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7299 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7300 GL_Color(1, 1, 1, 1);
7301 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7302 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7304 GL_BlendFunc(GL_ONE, GL_ONE);
7305 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7306 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7307 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7308 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7309 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7310 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7311 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7313 // copy the darkened bloom view to a texture
7314 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);
7315 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7319 void R_HDR_RenderBloomTexture(void)
7321 int oldwidth, oldheight;
7322 float oldcolorscale;
7324 oldcolorscale = r_refdef.view.colorscale;
7325 oldwidth = r_refdef.view.width;
7326 oldheight = r_refdef.view.height;
7327 r_refdef.view.width = r_bloomstate.bloomwidth;
7328 r_refdef.view.height = r_bloomstate.bloomheight;
7330 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7331 // TODO: add exposure compensation features
7332 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7334 r_refdef.view.showdebug = false;
7335 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7337 R_ResetViewRendering3D();
7339 R_ClearScreen(r_refdef.fogenabled);
7340 if (r_timereport_active)
7341 R_TimeReport("HDRclear");
7344 if (r_timereport_active)
7345 R_TimeReport("visibility");
7347 // only do secondary renders with HDR if r_hdr is 2 or higher
7348 r_waterstate.numwaterplanes = 0;
7349 if (r_waterstate.enabled && r_hdr.integer >= 2)
7350 R_RenderWaterPlanes();
7352 r_refdef.view.showdebug = true;
7354 r_waterstate.numwaterplanes = 0;
7356 R_ResetViewRendering2D();
7358 R_Bloom_CopyHDRTexture();
7359 R_Bloom_MakeTexture();
7361 // restore the view settings
7362 r_refdef.view.width = oldwidth;
7363 r_refdef.view.height = oldheight;
7364 r_refdef.view.colorscale = oldcolorscale;
7366 R_ResetViewRendering3D();
7368 R_ClearScreen(r_refdef.fogenabled);
7369 if (r_timereport_active)
7370 R_TimeReport("viewclear");
7373 static void R_BlendView(void)
7375 unsigned int permutation;
7376 float uservecs[4][4];
7378 switch (vid.renderpath)
7380 case RENDERPATH_GL20:
7381 case RENDERPATH_CGGL:
7383 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7384 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7385 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7386 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7387 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7389 if (r_bloomstate.texture_screen)
7391 // make sure the buffer is available
7392 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7394 R_ResetViewRendering2D();
7395 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7396 R_Mesh_ColorPointer(NULL, 0, 0);
7398 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7400 // declare variables
7402 static float avgspeed;
7404 speed = VectorLength(cl.movement_velocity);
7406 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7407 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7409 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7410 speed = bound(0, speed, 1);
7411 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7413 // calculate values into a standard alpha
7414 cl.motionbluralpha = 1 - exp(-
7416 (r_motionblur.value * speed / 80)
7418 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7421 max(0.0001, cl.time - cl.oldtime) // fps independent
7424 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7425 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7427 if (cl.motionbluralpha > 0)
7429 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7430 GL_Color(1, 1, 1, cl.motionbluralpha);
7431 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7432 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7433 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7434 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7438 // copy view into the screen texture
7439 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);
7440 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7442 else if (!r_bloomstate.texture_bloom)
7444 // we may still have to do view tint...
7445 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7447 // apply a color tint to the whole view
7448 R_ResetViewRendering2D();
7449 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7450 R_Mesh_ColorPointer(NULL, 0, 0);
7451 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7452 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7453 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7456 break; // no screen processing, no bloom, skip it
7459 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7461 // render simple bloom effect
7462 // copy the screen and shrink it and darken it for the bloom process
7463 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7464 // make the bloom texture
7465 R_Bloom_MakeTexture();
7468 #if _MSC_VER >= 1400
7469 #define sscanf sscanf_s
7471 memset(uservecs, 0, sizeof(uservecs));
7472 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7473 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7474 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7475 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7477 R_ResetViewRendering2D();
7478 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7479 R_Mesh_ColorPointer(NULL, 0, 0);
7480 GL_Color(1, 1, 1, 1);
7481 GL_BlendFunc(GL_ONE, GL_ZERO);
7482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7483 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7485 switch(vid.renderpath)
7487 case RENDERPATH_GL20:
7488 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7489 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7490 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7491 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7492 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]);
7493 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7494 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7495 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]);
7496 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]);
7497 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]);
7498 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]);
7499 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7501 case RENDERPATH_CGGL:
7503 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7504 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7505 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7506 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7507 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
7508 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7509 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7510 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
7511 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
7512 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
7513 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
7514 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7520 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7521 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7523 case RENDERPATH_GL13:
7524 case RENDERPATH_GL11:
7525 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7527 // apply a color tint to the whole view
7528 R_ResetViewRendering2D();
7529 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7530 R_Mesh_ColorPointer(NULL, 0, 0);
7531 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7532 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7533 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7534 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7540 matrix4x4_t r_waterscrollmatrix;
7542 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7544 if (r_refdef.fog_density)
7546 r_refdef.fogcolor[0] = r_refdef.fog_red;
7547 r_refdef.fogcolor[1] = r_refdef.fog_green;
7548 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7550 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7551 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7552 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7553 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7557 VectorCopy(r_refdef.fogcolor, fogvec);
7558 // color.rgb *= ContrastBoost * SceneBrightness;
7559 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7560 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7561 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7562 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7567 void R_UpdateVariables(void)
7571 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7573 r_refdef.farclip = r_farclip_base.value;
7574 if (r_refdef.scene.worldmodel)
7575 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7576 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7578 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7579 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7580 r_refdef.polygonfactor = 0;
7581 r_refdef.polygonoffset = 0;
7582 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7583 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7585 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7586 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7587 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7588 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7589 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7590 if (r_showsurfaces.integer)
7592 r_refdef.scene.rtworld = false;
7593 r_refdef.scene.rtworldshadows = false;
7594 r_refdef.scene.rtdlight = false;
7595 r_refdef.scene.rtdlightshadows = false;
7596 r_refdef.lightmapintensity = 0;
7599 if (gamemode == GAME_NEHAHRA)
7601 if (gl_fogenable.integer)
7603 r_refdef.oldgl_fogenable = true;
7604 r_refdef.fog_density = gl_fogdensity.value;
7605 r_refdef.fog_red = gl_fogred.value;
7606 r_refdef.fog_green = gl_foggreen.value;
7607 r_refdef.fog_blue = gl_fogblue.value;
7608 r_refdef.fog_alpha = 1;
7609 r_refdef.fog_start = 0;
7610 r_refdef.fog_end = gl_skyclip.value;
7611 r_refdef.fog_height = 1<<30;
7612 r_refdef.fog_fadedepth = 128;
7614 else if (r_refdef.oldgl_fogenable)
7616 r_refdef.oldgl_fogenable = false;
7617 r_refdef.fog_density = 0;
7618 r_refdef.fog_red = 0;
7619 r_refdef.fog_green = 0;
7620 r_refdef.fog_blue = 0;
7621 r_refdef.fog_alpha = 0;
7622 r_refdef.fog_start = 0;
7623 r_refdef.fog_end = 0;
7624 r_refdef.fog_height = 1<<30;
7625 r_refdef.fog_fadedepth = 128;
7629 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7630 r_refdef.fog_start = max(0, r_refdef.fog_start);
7631 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7633 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7635 if (r_refdef.fog_density && r_drawfog.integer)
7637 r_refdef.fogenabled = true;
7638 // this is the point where the fog reaches 0.9986 alpha, which we
7639 // consider a good enough cutoff point for the texture
7640 // (0.9986 * 256 == 255.6)
7641 if (r_fog_exp2.integer)
7642 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7644 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7645 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7646 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7647 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7648 // fog color was already set
7649 // update the fog texture
7650 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)
7651 R_BuildFogTexture();
7654 r_refdef.fogenabled = false;
7656 switch(vid.renderpath)
7658 case RENDERPATH_GL20:
7659 case RENDERPATH_CGGL:
7660 if(v_glslgamma.integer && !vid_gammatables_trivial)
7662 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7664 // build GLSL gamma texture
7665 #define RAMPWIDTH 256
7666 unsigned short ramp[RAMPWIDTH * 3];
7667 unsigned char rampbgr[RAMPWIDTH][4];
7670 r_texture_gammaramps_serial = vid_gammatables_serial;
7672 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7673 for(i = 0; i < RAMPWIDTH; ++i)
7675 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7676 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7677 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7680 if (r_texture_gammaramps)
7682 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7686 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);
7692 // remove GLSL gamma texture
7695 case RENDERPATH_GL13:
7696 case RENDERPATH_GL11:
7701 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7702 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7708 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7709 if( scenetype != r_currentscenetype ) {
7710 // store the old scenetype
7711 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7712 r_currentscenetype = scenetype;
7713 // move in the new scene
7714 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7723 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7725 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7726 if( scenetype == r_currentscenetype ) {
7727 return &r_refdef.scene;
7729 return &r_scenes_store[ scenetype ];
7738 void R_RenderView(void)
7740 if (r_timereport_active)
7741 R_TimeReport("start");
7742 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7744 if (!r_drawentities.integer)
7745 r_refdef.scene.numentities = 0;
7747 R_AnimCache_ClearCache();
7748 R_FrameData_NewFrame();
7750 if (r_refdef.view.isoverlay)
7752 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7753 GL_Clear( GL_DEPTH_BUFFER_BIT );
7754 R_TimeReport("depthclear");
7756 r_refdef.view.showdebug = false;
7758 r_waterstate.enabled = false;
7759 r_waterstate.numwaterplanes = 0;
7767 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7768 return; //Host_Error ("R_RenderView: NULL worldmodel");
7770 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7772 // break apart the view matrix into vectors for various purposes
7773 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7774 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7775 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7776 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7777 // make an inverted copy of the view matrix for tracking sprites
7778 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7780 R_Shadow_UpdateWorldLightSelection();
7782 R_Bloom_StartFrame();
7783 R_Water_StartFrame();
7786 if (r_timereport_active)
7787 R_TimeReport("viewsetup");
7789 R_ResetViewRendering3D();
7791 if (r_refdef.view.clear || r_refdef.fogenabled)
7793 R_ClearScreen(r_refdef.fogenabled);
7794 if (r_timereport_active)
7795 R_TimeReport("viewclear");
7797 r_refdef.view.clear = true;
7799 // this produces a bloom texture to be used in R_BlendView() later
7800 if (r_hdr.integer && r_bloomstate.bloomwidth)
7801 R_HDR_RenderBloomTexture();
7803 r_refdef.view.showdebug = true;
7806 if (r_timereport_active)
7807 R_TimeReport("visibility");
7809 r_waterstate.numwaterplanes = 0;
7810 if (r_waterstate.enabled)
7811 R_RenderWaterPlanes();
7814 r_waterstate.numwaterplanes = 0;
7817 if (r_timereport_active)
7818 R_TimeReport("blendview");
7820 GL_Scissor(0, 0, vid.width, vid.height);
7821 GL_ScissorTest(false);
7825 void R_RenderWaterPlanes(void)
7827 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7829 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7830 if (r_timereport_active)
7831 R_TimeReport("waterworld");
7834 // don't let sound skip if going slow
7835 if (r_refdef.scene.extraupdate)
7838 R_DrawModelsAddWaterPlanes();
7839 if (r_timereport_active)
7840 R_TimeReport("watermodels");
7842 if (r_waterstate.numwaterplanes)
7844 R_Water_ProcessPlanes();
7845 if (r_timereport_active)
7846 R_TimeReport("waterscenes");
7850 extern void R_DrawLightningBeams (void);
7851 extern void VM_CL_AddPolygonsToMeshQueue (void);
7852 extern void R_DrawPortals (void);
7853 extern cvar_t cl_locs_show;
7854 static void R_DrawLocs(void);
7855 static void R_DrawEntityBBoxes(void);
7856 static void R_DrawModelDecals(void);
7857 extern cvar_t cl_decals_newsystem;
7858 extern qboolean r_shadow_usingdeferredprepass;
7859 void R_RenderScene(void)
7861 r_refdef.stats.renders++;
7862 r_textureframe++; // used only by R_GetCurrentTexture
7866 // don't let sound skip if going slow
7867 if (r_refdef.scene.extraupdate)
7870 R_MeshQueue_BeginScene();
7874 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);
7876 if (cl.csqc_vidvars.drawworld)
7878 // don't let sound skip if going slow
7879 if (r_refdef.scene.extraupdate)
7882 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7884 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7885 if (r_timereport_active)
7886 R_TimeReport("worldsky");
7889 if (R_DrawBrushModelsSky() && r_timereport_active)
7890 R_TimeReport("bmodelsky");
7892 if (skyrendermasked && skyrenderlater)
7894 // we have to force off the water clipping plane while rendering sky
7898 if (r_timereport_active)
7899 R_TimeReport("sky");
7903 R_AnimCache_CacheVisibleEntities();
7904 if (r_timereport_active)
7905 R_TimeReport("animation");
7907 R_Shadow_PrepareLights();
7908 if (r_timereport_active)
7909 R_TimeReport("preparelights");
7911 if (r_shadow_usingdeferredprepass)
7912 R_Shadow_DrawPrepass();
7914 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7916 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7917 if (r_timereport_active)
7918 R_TimeReport("worlddepth");
7920 if (r_depthfirst.integer >= 2)
7922 R_DrawModelsDepth();
7923 if (r_timereport_active)
7924 R_TimeReport("modeldepth");
7927 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7929 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7930 if (r_timereport_active)
7931 R_TimeReport("world");
7934 // don't let sound skip if going slow
7935 if (r_refdef.scene.extraupdate)
7939 if (r_timereport_active)
7940 R_TimeReport("models");
7942 // don't let sound skip if going slow
7943 if (r_refdef.scene.extraupdate)
7946 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7948 R_DrawModelShadows();
7949 R_ResetViewRendering3D();
7950 // don't let sound skip if going slow
7951 if (r_refdef.scene.extraupdate)
7955 if (!r_shadow_usingdeferredprepass)
7957 R_Shadow_DrawLights();
7958 if (r_timereport_active)
7959 R_TimeReport("rtlights");
7962 // don't let sound skip if going slow
7963 if (r_refdef.scene.extraupdate)
7966 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7968 R_DrawModelShadows();
7969 R_ResetViewRendering3D();
7970 // don't let sound skip if going slow
7971 if (r_refdef.scene.extraupdate)
7975 if (cl.csqc_vidvars.drawworld)
7977 if (cl_decals_newsystem.integer)
7979 R_DrawModelDecals();
7980 if (r_timereport_active)
7981 R_TimeReport("modeldecals");
7986 if (r_timereport_active)
7987 R_TimeReport("decals");
7991 if (r_timereport_active)
7992 R_TimeReport("particles");
7995 if (r_timereport_active)
7996 R_TimeReport("explosions");
7998 R_DrawLightningBeams();
7999 if (r_timereport_active)
8000 R_TimeReport("lightning");
8003 VM_CL_AddPolygonsToMeshQueue();
8005 if (r_refdef.view.showdebug)
8007 if (cl_locs_show.integer)
8010 if (r_timereport_active)
8011 R_TimeReport("showlocs");
8014 if (r_drawportals.integer)
8017 if (r_timereport_active)
8018 R_TimeReport("portals");
8021 if (r_showbboxes.value > 0)
8023 R_DrawEntityBBoxes();
8024 if (r_timereport_active)
8025 R_TimeReport("bboxes");
8029 R_MeshQueue_RenderTransparent();
8030 if (r_timereport_active)
8031 R_TimeReport("drawtrans");
8033 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))
8035 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8036 if (r_timereport_active)
8037 R_TimeReport("worlddebug");
8038 R_DrawModelsDebug();
8039 if (r_timereport_active)
8040 R_TimeReport("modeldebug");
8043 if (cl.csqc_vidvars.drawworld)
8045 R_Shadow_DrawCoronas();
8046 if (r_timereport_active)
8047 R_TimeReport("coronas");
8050 // don't let sound skip if going slow
8051 if (r_refdef.scene.extraupdate)
8054 R_ResetViewRendering2D();
8057 static const unsigned short bboxelements[36] =
8067 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8070 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8072 RSurf_ActiveWorldEntity();
8074 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8075 GL_DepthMask(false);
8076 GL_DepthRange(0, 1);
8077 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8078 R_Mesh_ResetTextureState();
8080 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8081 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8082 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8083 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8084 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8085 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8086 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8087 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8088 R_FillColors(color4f, 8, cr, cg, cb, ca);
8089 if (r_refdef.fogenabled)
8091 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8093 f1 = RSurf_FogVertex(v);
8095 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8096 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8097 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8100 R_Mesh_VertexPointer(vertex3f, 0, 0);
8101 R_Mesh_ColorPointer(color4f, 0, 0);
8102 R_Mesh_ResetTextureState();
8103 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8104 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8107 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8111 prvm_edict_t *edict;
8112 prvm_prog_t *prog_save = prog;
8114 // this function draws bounding boxes of server entities
8118 GL_CullFace(GL_NONE);
8119 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8123 for (i = 0;i < numsurfaces;i++)
8125 edict = PRVM_EDICT_NUM(surfacelist[i]);
8126 switch ((int)edict->fields.server->solid)
8128 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8129 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8130 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8131 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8132 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8133 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8135 color[3] *= r_showbboxes.value;
8136 color[3] = bound(0, color[3], 1);
8137 GL_DepthTest(!r_showdisabledepthtest.integer);
8138 GL_CullFace(r_refdef.view.cullface_front);
8139 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8145 static void R_DrawEntityBBoxes(void)
8148 prvm_edict_t *edict;
8150 prvm_prog_t *prog_save = prog;
8152 // this function draws bounding boxes of server entities
8158 for (i = 0;i < prog->num_edicts;i++)
8160 edict = PRVM_EDICT_NUM(i);
8161 if (edict->priv.server->free)
8163 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8164 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8166 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8168 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8169 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8175 static const int nomodelelement3i[24] =
8187 static const unsigned short nomodelelement3s[24] =
8199 static const float nomodelvertex3f[6*3] =
8209 static const float nomodelcolor4f[6*4] =
8211 0.0f, 0.0f, 0.5f, 1.0f,
8212 0.0f, 0.0f, 0.5f, 1.0f,
8213 0.0f, 0.5f, 0.0f, 1.0f,
8214 0.0f, 0.5f, 0.0f, 1.0f,
8215 0.5f, 0.0f, 0.0f, 1.0f,
8216 0.5f, 0.0f, 0.0f, 1.0f
8219 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8225 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);
8227 // this is only called once per entity so numsurfaces is always 1, and
8228 // surfacelist is always {0}, so this code does not handle batches
8230 if (rsurface.ent_flags & RENDER_ADDITIVE)
8232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8233 GL_DepthMask(false);
8235 else if (rsurface.colormod[3] < 1)
8237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8238 GL_DepthMask(false);
8242 GL_BlendFunc(GL_ONE, GL_ZERO);
8245 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8246 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8247 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8248 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8249 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8250 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8251 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8252 R_Mesh_ColorPointer(color4f, 0, 0);
8253 for (i = 0, c = color4f;i < 6;i++, c += 4)
8255 c[0] *= rsurface.colormod[0];
8256 c[1] *= rsurface.colormod[1];
8257 c[2] *= rsurface.colormod[2];
8258 c[3] *= rsurface.colormod[3];
8260 if (r_refdef.fogenabled)
8262 for (i = 0, c = color4f;i < 6;i++, c += 4)
8264 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8266 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8267 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8268 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8271 R_Mesh_ResetTextureState();
8272 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8275 void R_DrawNoModel(entity_render_t *ent)
8278 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8279 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8280 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8282 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8285 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8287 vec3_t right1, right2, diff, normal;
8289 VectorSubtract (org2, org1, normal);
8291 // calculate 'right' vector for start
8292 VectorSubtract (r_refdef.view.origin, org1, diff);
8293 CrossProduct (normal, diff, right1);
8294 VectorNormalize (right1);
8296 // calculate 'right' vector for end
8297 VectorSubtract (r_refdef.view.origin, org2, diff);
8298 CrossProduct (normal, diff, right2);
8299 VectorNormalize (right2);
8301 vert[ 0] = org1[0] + width * right1[0];
8302 vert[ 1] = org1[1] + width * right1[1];
8303 vert[ 2] = org1[2] + width * right1[2];
8304 vert[ 3] = org1[0] - width * right1[0];
8305 vert[ 4] = org1[1] - width * right1[1];
8306 vert[ 5] = org1[2] - width * right1[2];
8307 vert[ 6] = org2[0] - width * right2[0];
8308 vert[ 7] = org2[1] - width * right2[1];
8309 vert[ 8] = org2[2] - width * right2[2];
8310 vert[ 9] = org2[0] + width * right2[0];
8311 vert[10] = org2[1] + width * right2[1];
8312 vert[11] = org2[2] + width * right2[2];
8315 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)
8317 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8318 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8319 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8320 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8321 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8322 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8323 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8324 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8325 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8326 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8327 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8328 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8331 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8336 VectorSet(v, x, y, z);
8337 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8338 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8340 if (i == mesh->numvertices)
8342 if (mesh->numvertices < mesh->maxvertices)
8344 VectorCopy(v, vertex3f);
8345 mesh->numvertices++;
8347 return mesh->numvertices;
8353 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8357 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8358 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8359 e = mesh->element3i + mesh->numtriangles * 3;
8360 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8362 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8363 if (mesh->numtriangles < mesh->maxtriangles)
8368 mesh->numtriangles++;
8370 element[1] = element[2];
8374 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8378 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8379 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8380 e = mesh->element3i + mesh->numtriangles * 3;
8381 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8383 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8384 if (mesh->numtriangles < mesh->maxtriangles)
8389 mesh->numtriangles++;
8391 element[1] = element[2];
8395 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8396 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8398 int planenum, planenum2;
8401 mplane_t *plane, *plane2;
8403 double temppoints[2][256*3];
8404 // figure out how large a bounding box we need to properly compute this brush
8406 for (w = 0;w < numplanes;w++)
8407 maxdist = max(maxdist, fabs(planes[w].dist));
8408 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8409 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8410 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8414 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8415 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8417 if (planenum2 == planenum)
8419 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);
8422 if (tempnumpoints < 3)
8424 // generate elements forming a triangle fan for this polygon
8425 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8429 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)
8431 texturelayer_t *layer;
8432 layer = t->currentlayers + t->currentnumlayers++;
8434 layer->depthmask = depthmask;
8435 layer->blendfunc1 = blendfunc1;
8436 layer->blendfunc2 = blendfunc2;
8437 layer->texture = texture;
8438 layer->texmatrix = *matrix;
8439 layer->color[0] = r;
8440 layer->color[1] = g;
8441 layer->color[2] = b;
8442 layer->color[3] = a;
8445 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8448 index = parms[2] + r_refdef.scene.time * parms[3];
8449 index -= floor(index);
8453 case Q3WAVEFUNC_NONE:
8454 case Q3WAVEFUNC_NOISE:
8455 case Q3WAVEFUNC_COUNT:
8458 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8459 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8460 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8461 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8462 case Q3WAVEFUNC_TRIANGLE:
8464 f = index - floor(index);
8475 return (float)(parms[0] + parms[1] * f);
8478 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8483 matrix4x4_t matrix, temp;
8484 switch(tcmod->tcmod)
8488 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8489 matrix = r_waterscrollmatrix;
8491 matrix = identitymatrix;
8493 case Q3TCMOD_ENTITYTRANSLATE:
8494 // this is used in Q3 to allow the gamecode to control texcoord
8495 // scrolling on the entity, which is not supported in darkplaces yet.
8496 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8498 case Q3TCMOD_ROTATE:
8499 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8500 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8501 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8504 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8506 case Q3TCMOD_SCROLL:
8507 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8509 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8510 w = (int) tcmod->parms[0];
8511 h = (int) tcmod->parms[1];
8512 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8514 idx = (int) floor(f * w * h);
8515 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8517 case Q3TCMOD_STRETCH:
8518 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8519 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8521 case Q3TCMOD_TRANSFORM:
8522 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8523 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8524 VectorSet(tcmat + 6, 0 , 0 , 1);
8525 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8526 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8528 case Q3TCMOD_TURBULENT:
8529 // this is handled in the RSurf_PrepareVertices function
8530 matrix = identitymatrix;
8534 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8537 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8539 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8540 char name[MAX_QPATH];
8541 skinframe_t *skinframe;
8542 unsigned char pixels[296*194];
8543 strlcpy(cache->name, skinname, sizeof(cache->name));
8544 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8545 if (developer_loading.integer)
8546 Con_Printf("loading %s\n", name);
8547 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8548 if (!skinframe || !skinframe->base)
8551 fs_offset_t filesize;
8553 f = FS_LoadFile(name, tempmempool, true, &filesize);
8556 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8557 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8561 cache->skinframe = skinframe;
8564 texture_t *R_GetCurrentTexture(texture_t *t)
8567 const entity_render_t *ent = rsurface.entity;
8568 dp_model_t *model = ent->model;
8569 q3shaderinfo_layer_tcmod_t *tcmod;
8571 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8572 return t->currentframe;
8573 t->update_lastrenderframe = r_textureframe;
8574 t->update_lastrenderentity = (void *)ent;
8576 // switch to an alternate material if this is a q1bsp animated material
8578 texture_t *texture = t;
8579 int s = rsurface.ent_skinnum;
8580 if ((unsigned int)s >= (unsigned int)model->numskins)
8582 if (model->skinscenes)
8584 if (model->skinscenes[s].framecount > 1)
8585 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8587 s = model->skinscenes[s].firstframe;
8590 t = t + s * model->num_surfaces;
8593 // use an alternate animation if the entity's frame is not 0,
8594 // and only if the texture has an alternate animation
8595 if (rsurface.ent_alttextures && t->anim_total[1])
8596 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8598 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8600 texture->currentframe = t;
8603 // update currentskinframe to be a qw skin or animation frame
8604 if (rsurface.ent_qwskin >= 0)
8606 i = rsurface.ent_qwskin;
8607 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8609 r_qwskincache_size = cl.maxclients;
8611 Mem_Free(r_qwskincache);
8612 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8614 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8615 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8616 t->currentskinframe = r_qwskincache[i].skinframe;
8617 if (t->currentskinframe == NULL)
8618 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8620 else if (t->numskinframes >= 2)
8621 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8622 if (t->backgroundnumskinframes >= 2)
8623 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8625 t->currentmaterialflags = t->basematerialflags;
8626 t->currentalpha = rsurface.colormod[3];
8627 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8628 t->currentalpha *= r_wateralpha.value;
8629 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8630 t->currentalpha *= t->r_water_wateralpha;
8631 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8632 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8633 if (!(rsurface.ent_flags & RENDER_LIGHT))
8634 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8635 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8637 // pick a model lighting mode
8638 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8639 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8641 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8643 if (rsurface.ent_flags & RENDER_ADDITIVE)
8644 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8645 else if (t->currentalpha < 1)
8646 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8647 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8648 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8649 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8650 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8651 if (t->backgroundnumskinframes)
8652 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8653 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8655 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8656 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8659 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8660 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8661 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8663 // there is no tcmod
8664 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8666 t->currenttexmatrix = r_waterscrollmatrix;
8667 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8669 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8671 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8672 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8675 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8676 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8677 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8678 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8680 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8681 if (t->currentskinframe->qpixels)
8682 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8683 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8684 if (!t->basetexture)
8685 t->basetexture = r_texture_notexture;
8686 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8687 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8688 t->nmaptexture = t->currentskinframe->nmap;
8689 if (!t->nmaptexture)
8690 t->nmaptexture = r_texture_blanknormalmap;
8691 t->glosstexture = r_texture_black;
8692 t->glowtexture = t->currentskinframe->glow;
8693 t->fogtexture = t->currentskinframe->fog;
8694 if (t->backgroundnumskinframes)
8696 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8697 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8698 t->backgroundglosstexture = r_texture_black;
8699 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8700 if (!t->backgroundnmaptexture)
8701 t->backgroundnmaptexture = r_texture_blanknormalmap;
8705 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8706 t->backgroundnmaptexture = r_texture_blanknormalmap;
8707 t->backgroundglosstexture = r_texture_black;
8708 t->backgroundglowtexture = NULL;
8710 t->specularpower = r_shadow_glossexponent.value;
8711 // TODO: store reference values for these in the texture?
8712 t->specularscale = 0;
8713 if (r_shadow_gloss.integer > 0)
8715 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8717 if (r_shadow_glossintensity.value > 0)
8719 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8720 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8721 t->specularscale = r_shadow_glossintensity.value;
8724 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8726 t->glosstexture = r_texture_white;
8727 t->backgroundglosstexture = r_texture_white;
8728 t->specularscale = r_shadow_gloss2intensity.value;
8729 t->specularpower = r_shadow_gloss2exponent.value;
8732 t->specularscale *= t->specularscalemod;
8733 t->specularpower *= t->specularpowermod;
8735 // lightmaps mode looks bad with dlights using actual texturing, so turn
8736 // off the colormap and glossmap, but leave the normalmap on as it still
8737 // accurately represents the shading involved
8738 if (gl_lightmaps.integer)
8740 t->basetexture = r_texture_grey128;
8741 t->pantstexture = r_texture_black;
8742 t->shirttexture = r_texture_black;
8743 t->nmaptexture = r_texture_blanknormalmap;
8744 t->glosstexture = r_texture_black;
8745 t->glowtexture = NULL;
8746 t->fogtexture = NULL;
8747 t->backgroundbasetexture = NULL;
8748 t->backgroundnmaptexture = r_texture_blanknormalmap;
8749 t->backgroundglosstexture = r_texture_black;
8750 t->backgroundglowtexture = NULL;
8751 t->specularscale = 0;
8752 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8755 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8756 VectorClear(t->dlightcolor);
8757 t->currentnumlayers = 0;
8758 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8760 int blendfunc1, blendfunc2;
8762 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8764 blendfunc1 = GL_SRC_ALPHA;
8765 blendfunc2 = GL_ONE;
8767 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8769 blendfunc1 = GL_SRC_ALPHA;
8770 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8772 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8774 blendfunc1 = t->customblendfunc[0];
8775 blendfunc2 = t->customblendfunc[1];
8779 blendfunc1 = GL_ONE;
8780 blendfunc2 = GL_ZERO;
8782 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8783 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8785 // fullbright is not affected by r_refdef.lightmapintensity
8786 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]);
8787 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8788 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]);
8789 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8790 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]);
8794 vec3_t ambientcolor;
8796 // set the color tint used for lights affecting this surface
8797 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8799 // q3bsp has no lightmap updates, so the lightstylevalue that
8800 // would normally be baked into the lightmap must be
8801 // applied to the color
8802 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8803 if (model->type == mod_brushq3)
8804 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8805 colorscale *= r_refdef.lightmapintensity;
8806 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8807 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8808 // basic lit geometry
8809 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]);
8810 // add pants/shirt if needed
8811 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8812 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]);
8813 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8814 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]);
8815 // now add ambient passes if needed
8816 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8818 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]);
8819 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8820 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]);
8821 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8822 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]);
8825 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8826 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]);
8827 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8829 // if this is opaque use alpha blend which will darken the earlier
8832 // if this is an alpha blended material, all the earlier passes
8833 // were darkened by fog already, so we only need to add the fog
8834 // color ontop through the fog mask texture
8836 // if this is an additive blended material, all the earlier passes
8837 // were darkened by fog already, and we should not add fog color
8838 // (because the background was not darkened, there is no fog color
8839 // that was lost behind it).
8840 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]);
8844 return t->currentframe;
8847 rsurfacestate_t rsurface;
8849 void R_Mesh_ResizeArrays(int newvertices)
8852 if (rsurface.array_size >= newvertices)
8854 if (rsurface.array_modelvertex3f)
8855 Mem_Free(rsurface.array_modelvertex3f);
8856 rsurface.array_size = (newvertices + 1023) & ~1023;
8857 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8858 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8859 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8860 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8861 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8862 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8863 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8864 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8865 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8866 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8867 rsurface.array_color4f = base + rsurface.array_size * 27;
8868 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8871 void RSurf_ActiveWorldEntity(void)
8873 dp_model_t *model = r_refdef.scene.worldmodel;
8874 //if (rsurface.entity == r_refdef.scene.worldentity)
8876 rsurface.entity = r_refdef.scene.worldentity;
8877 rsurface.skeleton = NULL;
8878 rsurface.ent_skinnum = 0;
8879 rsurface.ent_qwskin = -1;
8880 rsurface.ent_shadertime = 0;
8881 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8882 if (rsurface.array_size < model->surfmesh.num_vertices)
8883 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8884 rsurface.matrix = identitymatrix;
8885 rsurface.inversematrix = identitymatrix;
8886 rsurface.matrixscale = 1;
8887 rsurface.inversematrixscale = 1;
8888 R_EntityMatrix(&identitymatrix);
8889 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8890 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8891 rsurface.fograngerecip = r_refdef.fograngerecip;
8892 rsurface.fogheightfade = r_refdef.fogheightfade;
8893 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8894 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8895 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8896 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8897 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8898 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8899 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8900 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8901 rsurface.colormod[3] = 1;
8902 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);
8903 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8904 rsurface.frameblend[0].lerp = 1;
8905 rsurface.ent_alttextures = false;
8906 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8907 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8908 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8909 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8910 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8911 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8912 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8913 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8914 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8915 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8916 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8917 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8918 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8919 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8920 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8921 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8922 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8923 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8924 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8925 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8926 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8927 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8928 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8929 rsurface.modelelement3i = model->surfmesh.data_element3i;
8930 rsurface.modelelement3s = model->surfmesh.data_element3s;
8931 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8932 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8933 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8934 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8935 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8936 rsurface.modelsurfaces = model->data_surfaces;
8937 rsurface.generatedvertex = false;
8938 rsurface.vertex3f = rsurface.modelvertex3f;
8939 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8940 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8941 rsurface.svector3f = rsurface.modelsvector3f;
8942 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8943 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8944 rsurface.tvector3f = rsurface.modeltvector3f;
8945 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8946 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8947 rsurface.normal3f = rsurface.modelnormal3f;
8948 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8949 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8950 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8953 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8955 dp_model_t *model = ent->model;
8956 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8958 rsurface.entity = (entity_render_t *)ent;
8959 rsurface.skeleton = ent->skeleton;
8960 rsurface.ent_skinnum = ent->skinnum;
8961 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;
8962 rsurface.ent_shadertime = ent->shadertime;
8963 rsurface.ent_flags = ent->flags;
8964 if (rsurface.array_size < model->surfmesh.num_vertices)
8965 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8966 rsurface.matrix = ent->matrix;
8967 rsurface.inversematrix = ent->inversematrix;
8968 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8969 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8970 R_EntityMatrix(&rsurface.matrix);
8971 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8972 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8973 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8974 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8975 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8976 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8977 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8978 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8979 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8980 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8981 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8982 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8983 rsurface.colormod[3] = ent->alpha;
8984 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8985 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8986 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8987 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8988 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8989 if (ent->model->brush.submodel && !prepass)
8991 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8992 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8994 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8996 if (ent->animcache_vertex3f && !r_framedata_failed)
8998 rsurface.modelvertex3f = ent->animcache_vertex3f;
8999 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9000 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9001 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9003 else if (wanttangents)
9005 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9006 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9007 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9008 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9009 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9011 else if (wantnormals)
9013 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9014 rsurface.modelsvector3f = NULL;
9015 rsurface.modeltvector3f = NULL;
9016 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9017 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9021 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9022 rsurface.modelsvector3f = NULL;
9023 rsurface.modeltvector3f = NULL;
9024 rsurface.modelnormal3f = NULL;
9025 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9027 rsurface.modelvertex3f_bufferobject = 0;
9028 rsurface.modelvertex3f_bufferoffset = 0;
9029 rsurface.modelsvector3f_bufferobject = 0;
9030 rsurface.modelsvector3f_bufferoffset = 0;
9031 rsurface.modeltvector3f_bufferobject = 0;
9032 rsurface.modeltvector3f_bufferoffset = 0;
9033 rsurface.modelnormal3f_bufferobject = 0;
9034 rsurface.modelnormal3f_bufferoffset = 0;
9035 rsurface.generatedvertex = true;
9039 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9040 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9041 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9042 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9043 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9044 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9045 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9046 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9047 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9048 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9049 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9050 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9051 rsurface.generatedvertex = false;
9053 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9054 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9055 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9056 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9057 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9058 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9059 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9060 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9061 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9062 rsurface.modelelement3i = model->surfmesh.data_element3i;
9063 rsurface.modelelement3s = model->surfmesh.data_element3s;
9064 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9065 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9066 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9067 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9068 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9069 rsurface.modelsurfaces = model->data_surfaces;
9070 rsurface.vertex3f = rsurface.modelvertex3f;
9071 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9072 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9073 rsurface.svector3f = rsurface.modelsvector3f;
9074 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9075 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9076 rsurface.tvector3f = rsurface.modeltvector3f;
9077 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9078 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9079 rsurface.normal3f = rsurface.modelnormal3f;
9080 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9081 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9082 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9085 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)
9087 rsurface.entity = r_refdef.scene.worldentity;
9088 rsurface.skeleton = NULL;
9089 rsurface.ent_skinnum = 0;
9090 rsurface.ent_qwskin = -1;
9091 rsurface.ent_shadertime = shadertime;
9092 rsurface.ent_flags = entflags;
9093 rsurface.modelnum_vertices = numvertices;
9094 rsurface.modelnum_triangles = numtriangles;
9095 if (rsurface.array_size < rsurface.modelnum_vertices)
9096 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9097 rsurface.matrix = *matrix;
9098 rsurface.inversematrix = *inversematrix;
9099 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9100 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9101 R_EntityMatrix(&rsurface.matrix);
9102 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9103 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9104 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9105 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9106 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9107 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9108 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9109 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9110 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9111 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9112 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9113 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9114 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);
9115 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9116 rsurface.frameblend[0].lerp = 1;
9117 rsurface.ent_alttextures = false;
9118 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9119 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9122 rsurface.modelvertex3f = vertex3f;
9123 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9124 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9125 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9127 else if (wantnormals)
9129 rsurface.modelvertex3f = vertex3f;
9130 rsurface.modelsvector3f = NULL;
9131 rsurface.modeltvector3f = NULL;
9132 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9136 rsurface.modelvertex3f = vertex3f;
9137 rsurface.modelsvector3f = NULL;
9138 rsurface.modeltvector3f = NULL;
9139 rsurface.modelnormal3f = NULL;
9141 rsurface.modelvertex3f_bufferobject = 0;
9142 rsurface.modelvertex3f_bufferoffset = 0;
9143 rsurface.modelsvector3f_bufferobject = 0;
9144 rsurface.modelsvector3f_bufferoffset = 0;
9145 rsurface.modeltvector3f_bufferobject = 0;
9146 rsurface.modeltvector3f_bufferoffset = 0;
9147 rsurface.modelnormal3f_bufferobject = 0;
9148 rsurface.modelnormal3f_bufferoffset = 0;
9149 rsurface.generatedvertex = true;
9150 rsurface.modellightmapcolor4f = color4f;
9151 rsurface.modellightmapcolor4f_bufferobject = 0;
9152 rsurface.modellightmapcolor4f_bufferoffset = 0;
9153 rsurface.modeltexcoordtexture2f = texcoord2f;
9154 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9155 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9156 rsurface.modeltexcoordlightmap2f = NULL;
9157 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9158 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9159 rsurface.modelelement3i = element3i;
9160 rsurface.modelelement3s = element3s;
9161 rsurface.modelelement3i_bufferobject = 0;
9162 rsurface.modelelement3s_bufferobject = 0;
9163 rsurface.modellightmapoffsets = NULL;
9164 rsurface.modelsurfaces = NULL;
9165 rsurface.vertex3f = rsurface.modelvertex3f;
9166 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9167 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9168 rsurface.svector3f = rsurface.modelsvector3f;
9169 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9170 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9171 rsurface.tvector3f = rsurface.modeltvector3f;
9172 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9173 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9174 rsurface.normal3f = rsurface.modelnormal3f;
9175 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9176 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9177 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9179 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9181 if ((wantnormals || wanttangents) && !normal3f)
9182 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9183 if (wanttangents && !svector3f)
9184 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);
9188 float RSurf_FogPoint(const float *v)
9190 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9191 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9192 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9193 float FogHeightFade = r_refdef.fogheightfade;
9195 unsigned int fogmasktableindex;
9196 if (r_refdef.fogplaneviewabove)
9197 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9199 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9200 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9201 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9204 float RSurf_FogVertex(const float *v)
9206 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9207 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9208 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9209 float FogHeightFade = rsurface.fogheightfade;
9211 unsigned int fogmasktableindex;
9212 if (r_refdef.fogplaneviewabove)
9213 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9215 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9216 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9217 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9220 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9221 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9224 int texturesurfaceindex;
9229 const float *v1, *in_tc;
9231 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9233 q3shaderinfo_deform_t *deform;
9234 // 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
9235 if (rsurface.generatedvertex)
9237 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9238 generatenormals = true;
9239 for (i = 0;i < Q3MAXDEFORMS;i++)
9241 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9243 generatetangents = true;
9244 generatenormals = true;
9246 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9247 generatenormals = true;
9249 if (generatenormals && !rsurface.modelnormal3f)
9251 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9252 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9253 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9254 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9256 if (generatetangents && !rsurface.modelsvector3f)
9258 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9259 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9260 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9261 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9262 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9263 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9264 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);
9267 rsurface.vertex3f = rsurface.modelvertex3f;
9268 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9269 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9270 rsurface.svector3f = rsurface.modelsvector3f;
9271 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9272 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9273 rsurface.tvector3f = rsurface.modeltvector3f;
9274 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9275 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9276 rsurface.normal3f = rsurface.modelnormal3f;
9277 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9278 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9279 // if vertices are deformed (sprite flares and things in maps, possibly
9280 // water waves, bulges and other deformations), generate them into
9281 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9282 // (may be static model data or generated data for an animated model, or
9283 // the previous deform pass)
9284 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9286 switch (deform->deform)
9289 case Q3DEFORM_PROJECTIONSHADOW:
9290 case Q3DEFORM_TEXT0:
9291 case Q3DEFORM_TEXT1:
9292 case Q3DEFORM_TEXT2:
9293 case Q3DEFORM_TEXT3:
9294 case Q3DEFORM_TEXT4:
9295 case Q3DEFORM_TEXT5:
9296 case Q3DEFORM_TEXT6:
9297 case Q3DEFORM_TEXT7:
9300 case Q3DEFORM_AUTOSPRITE:
9301 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9302 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9303 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9304 VectorNormalize(newforward);
9305 VectorNormalize(newright);
9306 VectorNormalize(newup);
9307 // make deformed versions of only the model vertices used by the specified surfaces
9308 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9310 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9311 // a single autosprite surface can contain multiple sprites...
9312 for (j = 0;j < surface->num_vertices - 3;j += 4)
9314 VectorClear(center);
9315 for (i = 0;i < 4;i++)
9316 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9317 VectorScale(center, 0.25f, center);
9318 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9319 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9320 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9321 for (i = 0;i < 4;i++)
9323 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9324 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9327 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);
9328 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);
9330 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9331 rsurface.vertex3f_bufferobject = 0;
9332 rsurface.vertex3f_bufferoffset = 0;
9333 rsurface.svector3f = rsurface.array_deformedsvector3f;
9334 rsurface.svector3f_bufferobject = 0;
9335 rsurface.svector3f_bufferoffset = 0;
9336 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9337 rsurface.tvector3f_bufferobject = 0;
9338 rsurface.tvector3f_bufferoffset = 0;
9339 rsurface.normal3f = rsurface.array_deformednormal3f;
9340 rsurface.normal3f_bufferobject = 0;
9341 rsurface.normal3f_bufferoffset = 0;
9343 case Q3DEFORM_AUTOSPRITE2:
9344 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9345 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9346 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9347 VectorNormalize(newforward);
9348 VectorNormalize(newright);
9349 VectorNormalize(newup);
9350 // make deformed versions of only the model vertices used by the specified surfaces
9351 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9353 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9354 const float *v1, *v2;
9364 memset(shortest, 0, sizeof(shortest));
9365 // a single autosprite surface can contain multiple sprites...
9366 for (j = 0;j < surface->num_vertices - 3;j += 4)
9368 VectorClear(center);
9369 for (i = 0;i < 4;i++)
9370 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9371 VectorScale(center, 0.25f, center);
9372 // find the two shortest edges, then use them to define the
9373 // axis vectors for rotating around the central axis
9374 for (i = 0;i < 6;i++)
9376 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9377 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9379 Debug_PolygonBegin(NULL, 0);
9380 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9381 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);
9382 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9385 l = VectorDistance2(v1, v2);
9386 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9388 l += (1.0f / 1024.0f);
9389 if (shortest[0].length2 > l || i == 0)
9391 shortest[1] = shortest[0];
9392 shortest[0].length2 = l;
9393 shortest[0].v1 = v1;
9394 shortest[0].v2 = v2;
9396 else if (shortest[1].length2 > l || i == 1)
9398 shortest[1].length2 = l;
9399 shortest[1].v1 = v1;
9400 shortest[1].v2 = v2;
9403 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9404 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9406 Debug_PolygonBegin(NULL, 0);
9407 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9408 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);
9409 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9412 // this calculates the right vector from the shortest edge
9413 // and the up vector from the edge midpoints
9414 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9415 VectorNormalize(right);
9416 VectorSubtract(end, start, up);
9417 VectorNormalize(up);
9418 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9419 VectorSubtract(rsurface.localvieworigin, center, forward);
9420 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9421 VectorNegate(forward, forward);
9422 VectorReflect(forward, 0, up, forward);
9423 VectorNormalize(forward);
9424 CrossProduct(up, forward, newright);
9425 VectorNormalize(newright);
9427 Debug_PolygonBegin(NULL, 0);
9428 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);
9429 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9430 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9434 Debug_PolygonBegin(NULL, 0);
9435 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9436 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9437 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9440 // rotate the quad around the up axis vector, this is made
9441 // especially easy by the fact we know the quad is flat,
9442 // so we only have to subtract the center position and
9443 // measure distance along the right vector, and then
9444 // multiply that by the newright vector and add back the
9446 // we also need to subtract the old position to undo the
9447 // displacement from the center, which we do with a
9448 // DotProduct, the subtraction/addition of center is also
9449 // optimized into DotProducts here
9450 l = DotProduct(right, center);
9451 for (i = 0;i < 4;i++)
9453 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9454 f = DotProduct(right, v1) - l;
9455 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9458 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);
9459 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);
9461 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9462 rsurface.vertex3f_bufferobject = 0;
9463 rsurface.vertex3f_bufferoffset = 0;
9464 rsurface.svector3f = rsurface.array_deformedsvector3f;
9465 rsurface.svector3f_bufferobject = 0;
9466 rsurface.svector3f_bufferoffset = 0;
9467 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9468 rsurface.tvector3f_bufferobject = 0;
9469 rsurface.tvector3f_bufferoffset = 0;
9470 rsurface.normal3f = rsurface.array_deformednormal3f;
9471 rsurface.normal3f_bufferobject = 0;
9472 rsurface.normal3f_bufferoffset = 0;
9474 case Q3DEFORM_NORMAL:
9475 // deform the normals to make reflections wavey
9476 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9478 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9479 for (j = 0;j < surface->num_vertices;j++)
9482 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9483 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9484 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9485 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9486 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9487 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9488 VectorNormalize(normal);
9490 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);
9492 rsurface.svector3f = rsurface.array_deformedsvector3f;
9493 rsurface.svector3f_bufferobject = 0;
9494 rsurface.svector3f_bufferoffset = 0;
9495 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9496 rsurface.tvector3f_bufferobject = 0;
9497 rsurface.tvector3f_bufferoffset = 0;
9498 rsurface.normal3f = rsurface.array_deformednormal3f;
9499 rsurface.normal3f_bufferobject = 0;
9500 rsurface.normal3f_bufferoffset = 0;
9503 // deform vertex array to make wavey water and flags and such
9504 waveparms[0] = deform->waveparms[0];
9505 waveparms[1] = deform->waveparms[1];
9506 waveparms[2] = deform->waveparms[2];
9507 waveparms[3] = deform->waveparms[3];
9508 // this is how a divisor of vertex influence on deformation
9509 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9510 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9511 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9513 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9514 for (j = 0;j < surface->num_vertices;j++)
9516 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9517 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9518 // if the wavefunc depends on time, evaluate it per-vertex
9521 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9522 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9524 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9527 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9528 rsurface.vertex3f_bufferobject = 0;
9529 rsurface.vertex3f_bufferoffset = 0;
9531 case Q3DEFORM_BULGE:
9532 // deform vertex array to make the surface have moving bulges
9533 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9535 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9536 for (j = 0;j < surface->num_vertices;j++)
9538 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9539 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9542 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9543 rsurface.vertex3f_bufferobject = 0;
9544 rsurface.vertex3f_bufferoffset = 0;
9547 // deform vertex array
9548 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9549 VectorScale(deform->parms, scale, waveparms);
9550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9553 for (j = 0;j < surface->num_vertices;j++)
9554 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9556 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9557 rsurface.vertex3f_bufferobject = 0;
9558 rsurface.vertex3f_bufferoffset = 0;
9562 // generate texcoords based on the chosen texcoord source
9563 switch(rsurface.texture->tcgen.tcgen)
9566 case Q3TCGEN_TEXTURE:
9567 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9568 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9569 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9571 case Q3TCGEN_LIGHTMAP:
9572 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9573 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9574 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9576 case Q3TCGEN_VECTOR:
9577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9579 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9580 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)
9582 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9583 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9586 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9587 rsurface.texcoordtexture2f_bufferobject = 0;
9588 rsurface.texcoordtexture2f_bufferoffset = 0;
9590 case Q3TCGEN_ENVIRONMENT:
9591 // make environment reflections using a spheremap
9592 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9594 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9595 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9596 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9597 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9598 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9600 // identical to Q3A's method, but executed in worldspace so
9601 // carried models can be shiny too
9603 float viewer[3], d, reflected[3], worldreflected[3];
9605 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9606 // VectorNormalize(viewer);
9608 d = DotProduct(normal, viewer);
9610 reflected[0] = normal[0]*2*d - viewer[0];
9611 reflected[1] = normal[1]*2*d - viewer[1];
9612 reflected[2] = normal[2]*2*d - viewer[2];
9613 // note: this is proportinal to viewer, so we can normalize later
9615 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9616 VectorNormalize(worldreflected);
9618 // note: this sphere map only uses world x and z!
9619 // so positive and negative y will LOOK THE SAME.
9620 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9621 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9624 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9625 rsurface.texcoordtexture2f_bufferobject = 0;
9626 rsurface.texcoordtexture2f_bufferoffset = 0;
9629 // the only tcmod that needs software vertex processing is turbulent, so
9630 // check for it here and apply the changes if needed
9631 // and we only support that as the first one
9632 // (handling a mixture of turbulent and other tcmods would be problematic
9633 // without punting it entirely to a software path)
9634 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9636 amplitude = rsurface.texture->tcmods[0].parms[1];
9637 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9638 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9640 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9641 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)
9643 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9644 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9647 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9648 rsurface.texcoordtexture2f_bufferobject = 0;
9649 rsurface.texcoordtexture2f_bufferoffset = 0;
9651 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9652 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9653 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9654 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9657 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9660 const msurface_t *surface = texturesurfacelist[0];
9661 const msurface_t *surface2;
9666 // TODO: lock all array ranges before render, rather than on each surface
9667 if (texturenumsurfaces == 1)
9668 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);
9669 else if (r_batchmode.integer == 2)
9671 #define MAXBATCHTRIANGLES 4096
9672 int batchtriangles = 0;
9673 static int batchelements[MAXBATCHTRIANGLES*3];
9674 for (i = 0;i < texturenumsurfaces;i = j)
9676 surface = texturesurfacelist[i];
9678 if (surface->num_triangles > MAXBATCHTRIANGLES)
9680 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);
9683 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9684 batchtriangles = surface->num_triangles;
9685 firstvertex = surface->num_firstvertex;
9686 endvertex = surface->num_firstvertex + surface->num_vertices;
9687 for (;j < texturenumsurfaces;j++)
9689 surface2 = texturesurfacelist[j];
9690 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9692 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9693 batchtriangles += surface2->num_triangles;
9694 firstvertex = min(firstvertex, surface2->num_firstvertex);
9695 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9697 surface2 = texturesurfacelist[j-1];
9698 numvertices = endvertex - firstvertex;
9699 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9702 else if (r_batchmode.integer == 1)
9704 for (i = 0;i < texturenumsurfaces;i = j)
9706 surface = texturesurfacelist[i];
9707 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9708 if (texturesurfacelist[j] != surface2)
9710 surface2 = texturesurfacelist[j-1];
9711 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9712 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9713 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9718 for (i = 0;i < texturenumsurfaces;i++)
9720 surface = texturesurfacelist[i];
9721 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);
9726 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9728 switch(vid.renderpath)
9730 case RENDERPATH_CGGL:
9732 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9733 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9736 case RENDERPATH_GL20:
9737 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9738 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9740 case RENDERPATH_GL13:
9741 case RENDERPATH_GL11:
9742 R_Mesh_TexBind(0, surface->lightmaptexture);
9747 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9749 // pick the closest matching water plane and bind textures
9750 int planeindex, vertexindex;
9754 r_waterstate_waterplane_t *p, *bestp;
9757 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9760 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9762 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9763 d += fabs(PlaneDiff(vert, &p->plane));
9765 if (bestd > d || !bestp)
9771 switch(vid.renderpath)
9773 case RENDERPATH_CGGL:
9775 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9776 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9779 case RENDERPATH_GL20:
9780 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9781 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9783 case RENDERPATH_GL13:
9784 case RENDERPATH_GL11:
9789 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9792 const msurface_t *surface;
9793 if (r_waterstate.renderingscene)
9795 for (i = 0;i < texturenumsurfaces;i++)
9797 surface = texturesurfacelist[i];
9798 RSurf_BindLightmapForSurface(surface);
9799 RSurf_BindReflectionForSurface(surface);
9800 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);
9804 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9808 const msurface_t *surface = texturesurfacelist[0];
9809 const msurface_t *surface2;
9814 if (texturenumsurfaces == 1)
9816 RSurf_BindLightmapForSurface(surface);
9817 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);
9819 else if (r_batchmode.integer == 2)
9821 #define MAXBATCHTRIANGLES 4096
9822 int batchtriangles = 0;
9823 static int batchelements[MAXBATCHTRIANGLES*3];
9824 for (i = 0;i < texturenumsurfaces;i = j)
9826 surface = texturesurfacelist[i];
9827 RSurf_BindLightmapForSurface(surface);
9829 if (surface->num_triangles > MAXBATCHTRIANGLES)
9831 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);
9834 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9835 batchtriangles = surface->num_triangles;
9836 firstvertex = surface->num_firstvertex;
9837 endvertex = surface->num_firstvertex + surface->num_vertices;
9838 for (;j < texturenumsurfaces;j++)
9840 surface2 = texturesurfacelist[j];
9841 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9843 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9844 batchtriangles += surface2->num_triangles;
9845 firstvertex = min(firstvertex, surface2->num_firstvertex);
9846 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9848 surface2 = texturesurfacelist[j-1];
9849 numvertices = endvertex - firstvertex;
9850 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9853 else if (r_batchmode.integer == 1)
9856 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9857 for (i = 0;i < texturenumsurfaces;i = j)
9859 surface = texturesurfacelist[i];
9860 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9861 if (texturesurfacelist[j] != surface2)
9863 Con_Printf(" %i", j - i);
9866 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9868 for (i = 0;i < texturenumsurfaces;i = j)
9870 surface = texturesurfacelist[i];
9871 RSurf_BindLightmapForSurface(surface);
9872 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9873 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9876 Con_Printf(" %i", j - i);
9878 surface2 = texturesurfacelist[j-1];
9879 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9880 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9881 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9889 for (i = 0;i < texturenumsurfaces;i++)
9891 surface = texturesurfacelist[i];
9892 RSurf_BindLightmapForSurface(surface);
9893 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);
9898 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9901 int texturesurfaceindex;
9902 if (r_showsurfaces.integer == 2)
9904 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9906 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9907 for (j = 0;j < surface->num_triangles;j++)
9909 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9910 GL_Color(f, f, f, 1);
9911 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9917 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9919 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9920 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9921 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);
9922 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);
9927 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9929 int texturesurfaceindex;
9933 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9935 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9936 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)
9944 rsurface.lightmapcolor4f = rsurface.array_color4f;
9945 rsurface.lightmapcolor4f_bufferobject = 0;
9946 rsurface.lightmapcolor4f_bufferoffset = 0;
9949 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9951 int texturesurfaceindex;
9957 if (rsurface.lightmapcolor4f)
9959 // generate color arrays for the surfaces in this list
9960 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9962 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9963 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)
9965 f = RSurf_FogVertex(v);
9975 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9977 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9978 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)
9980 f = RSurf_FogVertex(v);
9988 rsurface.lightmapcolor4f = rsurface.array_color4f;
9989 rsurface.lightmapcolor4f_bufferobject = 0;
9990 rsurface.lightmapcolor4f_bufferoffset = 0;
9993 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9995 int texturesurfaceindex;
10001 if (!rsurface.lightmapcolor4f)
10003 // generate color arrays for the surfaces in this list
10004 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10006 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10007 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)
10009 f = RSurf_FogVertex(v);
10010 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10011 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10012 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10016 rsurface.lightmapcolor4f = rsurface.array_color4f;
10017 rsurface.lightmapcolor4f_bufferobject = 0;
10018 rsurface.lightmapcolor4f_bufferoffset = 0;
10021 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10023 int texturesurfaceindex;
10027 if (!rsurface.lightmapcolor4f)
10029 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10031 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10032 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)
10040 rsurface.lightmapcolor4f = rsurface.array_color4f;
10041 rsurface.lightmapcolor4f_bufferobject = 0;
10042 rsurface.lightmapcolor4f_bufferoffset = 0;
10045 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10047 int texturesurfaceindex;
10051 if (!rsurface.lightmapcolor4f)
10053 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10055 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10056 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)
10058 c2[0] = c[0] + r_refdef.scene.ambient;
10059 c2[1] = c[1] + r_refdef.scene.ambient;
10060 c2[2] = c[2] + r_refdef.scene.ambient;
10064 rsurface.lightmapcolor4f = rsurface.array_color4f;
10065 rsurface.lightmapcolor4f_bufferobject = 0;
10066 rsurface.lightmapcolor4f_bufferoffset = 0;
10069 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10072 rsurface.lightmapcolor4f = NULL;
10073 rsurface.lightmapcolor4f_bufferobject = 0;
10074 rsurface.lightmapcolor4f_bufferoffset = 0;
10075 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10076 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10077 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10078 GL_Color(r, g, b, a);
10079 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10082 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10084 // TODO: optimize applyfog && applycolor case
10085 // just apply fog if necessary, and tint the fog color array if necessary
10086 rsurface.lightmapcolor4f = NULL;
10087 rsurface.lightmapcolor4f_bufferobject = 0;
10088 rsurface.lightmapcolor4f_bufferoffset = 0;
10089 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10090 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10091 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10092 GL_Color(r, g, b, a);
10093 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10096 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10098 int texturesurfaceindex;
10102 if (texturesurfacelist[0]->lightmapinfo)
10104 // generate color arrays for the surfaces in this list
10105 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10107 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10108 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10110 if (surface->lightmapinfo->samples)
10112 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10113 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10114 VectorScale(lm, scale, c);
10115 if (surface->lightmapinfo->styles[1] != 255)
10117 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10119 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10120 VectorMA(c, scale, lm, c);
10121 if (surface->lightmapinfo->styles[2] != 255)
10124 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10125 VectorMA(c, scale, lm, c);
10126 if (surface->lightmapinfo->styles[3] != 255)
10129 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10130 VectorMA(c, scale, lm, c);
10140 rsurface.lightmapcolor4f = rsurface.array_color4f;
10141 rsurface.lightmapcolor4f_bufferobject = 0;
10142 rsurface.lightmapcolor4f_bufferoffset = 0;
10146 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10147 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10148 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10150 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10151 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10152 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10153 GL_Color(r, g, b, a);
10154 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10157 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10159 int texturesurfaceindex;
10166 vec3_t ambientcolor;
10167 vec3_t diffusecolor;
10171 VectorCopy(rsurface.modellight_lightdir, lightdir);
10172 f = 0.5f * r_refdef.lightmapintensity;
10173 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10174 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10175 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10176 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10177 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10178 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10180 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10182 // generate color arrays for the surfaces in this list
10183 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10185 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10186 int numverts = surface->num_vertices;
10187 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10188 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10189 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10190 // q3-style directional shading
10191 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10193 if ((f = DotProduct(n, lightdir)) > 0)
10194 VectorMA(ambientcolor, f, diffusecolor, c);
10196 VectorCopy(ambientcolor, c);
10204 rsurface.lightmapcolor4f = rsurface.array_color4f;
10205 rsurface.lightmapcolor4f_bufferobject = 0;
10206 rsurface.lightmapcolor4f_bufferoffset = 0;
10207 *applycolor = false;
10211 *r = ambientcolor[0];
10212 *g = ambientcolor[1];
10213 *b = ambientcolor[2];
10214 rsurface.lightmapcolor4f = NULL;
10215 rsurface.lightmapcolor4f_bufferobject = 0;
10216 rsurface.lightmapcolor4f_bufferoffset = 0;
10220 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10222 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10223 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10224 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10225 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10226 GL_Color(r, g, b, a);
10227 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10230 void RSurf_SetupDepthAndCulling(void)
10232 // submodels are biased to avoid z-fighting with world surfaces that they
10233 // may be exactly overlapping (avoids z-fighting artifacts on certain
10234 // doors and things in Quake maps)
10235 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10236 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10237 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10238 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10241 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10243 // transparent sky would be ridiculous
10244 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10246 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10247 skyrenderlater = true;
10248 RSurf_SetupDepthAndCulling();
10249 GL_DepthMask(true);
10250 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10251 // skymasking on them, and Quake3 never did sky masking (unlike
10252 // software Quake and software Quake2), so disable the sky masking
10253 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10254 // and skymasking also looks very bad when noclipping outside the
10255 // level, so don't use it then either.
10256 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10258 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10259 R_Mesh_ColorPointer(NULL, 0, 0);
10260 R_Mesh_ResetTextureState();
10261 if (skyrendermasked)
10263 R_SetupShader_DepthOrShadow();
10264 // depth-only (masking)
10265 GL_ColorMask(0,0,0,0);
10266 // just to make sure that braindead drivers don't draw
10267 // anything despite that colormask...
10268 GL_BlendFunc(GL_ZERO, GL_ONE);
10272 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10274 GL_BlendFunc(GL_ONE, GL_ZERO);
10276 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10277 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10278 if (skyrendermasked)
10279 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10281 R_Mesh_ResetTextureState();
10282 GL_Color(1, 1, 1, 1);
10285 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10286 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10287 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10289 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10292 // render screenspace normalmap to texture
10293 GL_DepthMask(true);
10294 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10295 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10297 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10299 // render water or distortion background, then blend surface on top
10300 GL_DepthMask(true);
10301 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10302 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10303 GL_DepthMask(false);
10304 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10305 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10309 // render surface normally
10310 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10311 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10313 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10314 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10315 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10317 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10321 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10323 // OpenGL 1.3 path - anything not completely ancient
10324 int texturesurfaceindex;
10325 qboolean applycolor;
10328 const texturelayer_t *layer;
10329 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10331 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10334 int layertexrgbscale;
10335 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10337 if (layerindex == 0)
10338 GL_AlphaTest(true);
10341 GL_AlphaTest(false);
10342 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10345 GL_DepthMask(layer->depthmask && writedepth);
10346 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10347 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10349 layertexrgbscale = 4;
10350 VectorScale(layer->color, 0.25f, layercolor);
10352 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10354 layertexrgbscale = 2;
10355 VectorScale(layer->color, 0.5f, layercolor);
10359 layertexrgbscale = 1;
10360 VectorScale(layer->color, 1.0f, layercolor);
10362 layercolor[3] = layer->color[3];
10363 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10364 R_Mesh_ColorPointer(NULL, 0, 0);
10365 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10366 switch (layer->type)
10368 case TEXTURELAYERTYPE_LITTEXTURE:
10369 // single-pass lightmapped texture with 2x rgbscale
10370 //R_Mesh_TexBind(0, r_texture_white);
10371 R_Mesh_TexMatrix(0, NULL);
10372 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10373 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10374 R_Mesh_TexBind(1, layer->texture);
10375 R_Mesh_TexMatrix(1, &layer->texmatrix);
10376 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10377 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10378 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10379 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10380 else if (rsurface.uselightmaptexture)
10381 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10383 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10385 case TEXTURELAYERTYPE_TEXTURE:
10386 // singletexture unlit texture with transparency support
10387 R_Mesh_TexBind(0, layer->texture);
10388 R_Mesh_TexMatrix(0, &layer->texmatrix);
10389 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10390 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10391 R_Mesh_TexBind(1, 0);
10392 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10393 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10395 case TEXTURELAYERTYPE_FOG:
10396 // singletexture fogging
10397 if (layer->texture)
10399 R_Mesh_TexBind(0, layer->texture);
10400 R_Mesh_TexMatrix(0, &layer->texmatrix);
10401 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10402 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10406 R_Mesh_TexBind(0, 0);
10407 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10409 R_Mesh_TexBind(1, 0);
10410 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10411 // generate a color array for the fog pass
10412 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10413 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10419 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10420 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)
10422 f = 1 - RSurf_FogVertex(v);
10423 c[0] = layercolor[0];
10424 c[1] = layercolor[1];
10425 c[2] = layercolor[2];
10426 c[3] = f * layercolor[3];
10429 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10432 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10436 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10438 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10439 GL_AlphaTest(false);
10443 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10445 // OpenGL 1.1 - crusty old voodoo path
10446 int texturesurfaceindex;
10449 const texturelayer_t *layer;
10450 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10452 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10454 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10456 if (layerindex == 0)
10457 GL_AlphaTest(true);
10460 GL_AlphaTest(false);
10461 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10464 GL_DepthMask(layer->depthmask && writedepth);
10465 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10466 R_Mesh_ColorPointer(NULL, 0, 0);
10467 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10468 switch (layer->type)
10470 case TEXTURELAYERTYPE_LITTEXTURE:
10471 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10473 // two-pass lit texture with 2x rgbscale
10474 // first the lightmap pass
10475 //R_Mesh_TexBind(0, r_texture_white);
10476 R_Mesh_TexMatrix(0, NULL);
10477 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10478 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10479 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10480 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10481 else if (rsurface.uselightmaptexture)
10482 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10484 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10485 // then apply the texture to it
10486 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10487 R_Mesh_TexBind(0, layer->texture);
10488 R_Mesh_TexMatrix(0, &layer->texmatrix);
10489 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10490 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10491 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);
10495 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10496 R_Mesh_TexBind(0, layer->texture);
10497 R_Mesh_TexMatrix(0, &layer->texmatrix);
10498 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10499 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10500 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10501 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);
10503 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);
10506 case TEXTURELAYERTYPE_TEXTURE:
10507 // singletexture unlit texture with transparency support
10508 R_Mesh_TexBind(0, layer->texture);
10509 R_Mesh_TexMatrix(0, &layer->texmatrix);
10510 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10511 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10512 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);
10514 case TEXTURELAYERTYPE_FOG:
10515 // singletexture fogging
10516 if (layer->texture)
10518 R_Mesh_TexBind(0, layer->texture);
10519 R_Mesh_TexMatrix(0, &layer->texmatrix);
10520 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10521 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10525 R_Mesh_TexBind(0, 0);
10526 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10528 // generate a color array for the fog pass
10529 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10530 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10536 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10537 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)
10539 f = 1 - RSurf_FogVertex(v);
10540 c[0] = layer->color[0];
10541 c[1] = layer->color[1];
10542 c[2] = layer->color[2];
10543 c[3] = f * layer->color[3];
10546 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10549 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10553 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10555 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10556 GL_AlphaTest(false);
10560 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10564 GL_AlphaTest(false);
10565 R_Mesh_ColorPointer(NULL, 0, 0);
10566 R_Mesh_ResetTextureState();
10567 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10569 if(rsurface.texture && rsurface.texture->currentskinframe)
10571 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10572 c[3] *= rsurface.texture->currentalpha;
10582 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10584 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10585 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10586 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10589 // brighten it up (as texture value 127 means "unlit")
10590 c[0] *= 2 * r_refdef.view.colorscale;
10591 c[1] *= 2 * r_refdef.view.colorscale;
10592 c[2] *= 2 * r_refdef.view.colorscale;
10594 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10595 c[3] *= r_wateralpha.value;
10597 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10599 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10600 GL_DepthMask(false);
10602 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10604 GL_BlendFunc(GL_ONE, GL_ONE);
10605 GL_DepthMask(false);
10607 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10609 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10610 GL_DepthMask(false);
10612 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10614 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10615 GL_DepthMask(false);
10619 GL_BlendFunc(GL_ONE, GL_ZERO);
10620 GL_DepthMask(writedepth);
10623 rsurface.lightmapcolor4f = NULL;
10625 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10627 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10629 rsurface.lightmapcolor4f = NULL;
10630 rsurface.lightmapcolor4f_bufferobject = 0;
10631 rsurface.lightmapcolor4f_bufferoffset = 0;
10633 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10635 qboolean applycolor = true;
10638 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10640 r_refdef.lightmapintensity = 1;
10641 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10642 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10646 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10648 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10649 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10650 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10653 if(!rsurface.lightmapcolor4f)
10654 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10656 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10657 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10658 if(r_refdef.fogenabled)
10659 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10661 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10662 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10665 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10668 RSurf_SetupDepthAndCulling();
10669 if (r_showsurfaces.integer == 3 && !prepass)
10671 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10674 switch (vid.renderpath)
10676 case RENDERPATH_GL20:
10677 case RENDERPATH_CGGL:
10678 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10680 case RENDERPATH_GL13:
10681 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10683 case RENDERPATH_GL11:
10684 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10690 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10693 RSurf_SetupDepthAndCulling();
10694 if (r_showsurfaces.integer == 3 && !prepass)
10696 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10699 switch (vid.renderpath)
10701 case RENDERPATH_GL20:
10702 case RENDERPATH_CGGL:
10703 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10705 case RENDERPATH_GL13:
10706 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10708 case RENDERPATH_GL11:
10709 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10715 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10718 int texturenumsurfaces, endsurface;
10719 texture_t *texture;
10720 const msurface_t *surface;
10721 const msurface_t *texturesurfacelist[256];
10723 // if the model is static it doesn't matter what value we give for
10724 // wantnormals and wanttangents, so this logic uses only rules applicable
10725 // to a model, knowing that they are meaningless otherwise
10726 if (ent == r_refdef.scene.worldentity)
10727 RSurf_ActiveWorldEntity();
10728 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10729 RSurf_ActiveModelEntity(ent, false, false, false);
10732 switch (vid.renderpath)
10734 case RENDERPATH_GL20:
10735 case RENDERPATH_CGGL:
10736 RSurf_ActiveModelEntity(ent, true, true, false);
10738 case RENDERPATH_GL13:
10739 case RENDERPATH_GL11:
10740 RSurf_ActiveModelEntity(ent, true, false, false);
10745 if (r_transparentdepthmasking.integer)
10747 qboolean setup = false;
10748 for (i = 0;i < numsurfaces;i = j)
10751 surface = rsurface.modelsurfaces + surfacelist[i];
10752 texture = surface->texture;
10753 rsurface.texture = R_GetCurrentTexture(texture);
10754 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10755 // scan ahead until we find a different texture
10756 endsurface = min(i + 1024, numsurfaces);
10757 texturenumsurfaces = 0;
10758 texturesurfacelist[texturenumsurfaces++] = surface;
10759 for (;j < endsurface;j++)
10761 surface = rsurface.modelsurfaces + surfacelist[j];
10762 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10764 texturesurfacelist[texturenumsurfaces++] = surface;
10766 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10768 // render the range of surfaces as depth
10772 GL_ColorMask(0,0,0,0);
10774 GL_DepthTest(true);
10775 GL_BlendFunc(GL_ONE, GL_ZERO);
10776 GL_DepthMask(true);
10777 GL_AlphaTest(false);
10778 R_Mesh_ColorPointer(NULL, 0, 0);
10779 R_Mesh_ResetTextureState();
10780 R_SetupShader_DepthOrShadow();
10782 RSurf_SetupDepthAndCulling();
10783 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10784 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10787 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10790 for (i = 0;i < numsurfaces;i = j)
10793 surface = rsurface.modelsurfaces + surfacelist[i];
10794 texture = surface->texture;
10795 rsurface.texture = R_GetCurrentTexture(texture);
10796 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10797 // scan ahead until we find a different texture
10798 endsurface = min(i + 1024, numsurfaces);
10799 texturenumsurfaces = 0;
10800 texturesurfacelist[texturenumsurfaces++] = surface;
10801 for (;j < endsurface;j++)
10803 surface = rsurface.modelsurfaces + surfacelist[j];
10804 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10806 texturesurfacelist[texturenumsurfaces++] = surface;
10808 // render the range of surfaces
10809 if (ent == r_refdef.scene.worldentity)
10810 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10812 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10814 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10815 GL_AlphaTest(false);
10818 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10820 // transparent surfaces get pushed off into the transparent queue
10821 int surfacelistindex;
10822 const msurface_t *surface;
10823 vec3_t tempcenter, center;
10824 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10826 surface = texturesurfacelist[surfacelistindex];
10827 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10828 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10829 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10830 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10831 if (queueentity->transparent_offset) // transparent offset
10833 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10834 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10835 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10837 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10841 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10843 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10847 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10849 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10851 RSurf_SetupDepthAndCulling();
10852 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10853 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10857 if (!rsurface.texture->currentnumlayers)
10859 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10860 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10862 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10864 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10866 RSurf_SetupDepthAndCulling();
10867 GL_AlphaTest(false);
10868 R_Mesh_ColorPointer(NULL, 0, 0);
10869 R_Mesh_ResetTextureState();
10870 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10871 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10872 GL_DepthMask(true);
10873 GL_BlendFunc(GL_ONE, GL_ZERO);
10874 GL_Color(0, 0, 0, 1);
10875 GL_DepthTest(writedepth);
10876 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10878 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10880 RSurf_SetupDepthAndCulling();
10881 GL_AlphaTest(false);
10882 R_Mesh_ColorPointer(NULL, 0, 0);
10883 R_Mesh_ResetTextureState();
10884 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10885 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10886 GL_DepthMask(true);
10887 GL_BlendFunc(GL_ONE, GL_ZERO);
10888 GL_DepthTest(true);
10889 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10891 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10892 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10893 else if (!rsurface.texture->currentnumlayers)
10895 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10897 // in the deferred case, transparent surfaces were queued during prepass
10898 if (!r_shadow_usingdeferredprepass)
10899 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10903 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10904 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10909 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10912 texture_t *texture;
10913 // break the surface list down into batches by texture and use of lightmapping
10914 for (i = 0;i < numsurfaces;i = j)
10917 // texture is the base texture pointer, rsurface.texture is the
10918 // current frame/skin the texture is directing us to use (for example
10919 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10920 // use skin 1 instead)
10921 texture = surfacelist[i]->texture;
10922 rsurface.texture = R_GetCurrentTexture(texture);
10923 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10924 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10926 // if this texture is not the kind we want, skip ahead to the next one
10927 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10931 // simply scan ahead until we find a different texture or lightmap state
10932 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10934 // render the range of surfaces
10935 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10939 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10944 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10946 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10948 RSurf_SetupDepthAndCulling();
10949 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10950 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10954 if (!rsurface.texture->currentnumlayers)
10956 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10957 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10959 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10961 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10963 RSurf_SetupDepthAndCulling();
10964 GL_AlphaTest(false);
10965 R_Mesh_ColorPointer(NULL, 0, 0);
10966 R_Mesh_ResetTextureState();
10967 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10968 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10969 GL_DepthMask(true);
10970 GL_BlendFunc(GL_ONE, GL_ZERO);
10971 GL_Color(0, 0, 0, 1);
10972 GL_DepthTest(writedepth);
10973 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10975 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10977 RSurf_SetupDepthAndCulling();
10978 GL_AlphaTest(false);
10979 R_Mesh_ColorPointer(NULL, 0, 0);
10980 R_Mesh_ResetTextureState();
10981 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10982 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10983 GL_DepthMask(true);
10984 GL_BlendFunc(GL_ONE, GL_ZERO);
10985 GL_DepthTest(true);
10986 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10988 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10989 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10990 else if (!rsurface.texture->currentnumlayers)
10992 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10994 // in the deferred case, transparent surfaces were queued during prepass
10995 if (!r_shadow_usingdeferredprepass)
10996 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11000 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11001 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11006 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11009 texture_t *texture;
11010 // break the surface list down into batches by texture and use of lightmapping
11011 for (i = 0;i < numsurfaces;i = j)
11014 // texture is the base texture pointer, rsurface.texture is the
11015 // current frame/skin the texture is directing us to use (for example
11016 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11017 // use skin 1 instead)
11018 texture = surfacelist[i]->texture;
11019 rsurface.texture = R_GetCurrentTexture(texture);
11020 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11021 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11023 // if this texture is not the kind we want, skip ahead to the next one
11024 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11028 // simply scan ahead until we find a different texture or lightmap state
11029 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11031 // render the range of surfaces
11032 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11036 float locboxvertex3f[6*4*3] =
11038 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11039 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11040 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11041 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11042 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11043 1,0,0, 0,0,0, 0,1,0, 1,1,0
11046 unsigned short locboxelements[6*2*3] =
11051 12,13,14, 12,14,15,
11052 16,17,18, 16,18,19,
11056 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11059 cl_locnode_t *loc = (cl_locnode_t *)ent;
11061 float vertex3f[6*4*3];
11063 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11064 GL_DepthMask(false);
11065 GL_DepthRange(0, 1);
11066 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11067 GL_DepthTest(true);
11068 GL_CullFace(GL_NONE);
11069 R_EntityMatrix(&identitymatrix);
11071 R_Mesh_VertexPointer(vertex3f, 0, 0);
11072 R_Mesh_ColorPointer(NULL, 0, 0);
11073 R_Mesh_ResetTextureState();
11074 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11076 i = surfacelist[0];
11077 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11078 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11079 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11080 surfacelist[0] < 0 ? 0.5f : 0.125f);
11082 if (VectorCompare(loc->mins, loc->maxs))
11084 VectorSet(size, 2, 2, 2);
11085 VectorMA(loc->mins, -0.5f, size, mins);
11089 VectorCopy(loc->mins, mins);
11090 VectorSubtract(loc->maxs, loc->mins, size);
11093 for (i = 0;i < 6*4*3;)
11094 for (j = 0;j < 3;j++, i++)
11095 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11097 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11100 void R_DrawLocs(void)
11103 cl_locnode_t *loc, *nearestloc;
11105 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11106 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11108 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11109 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11113 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11115 if (decalsystem->decals)
11116 Mem_Free(decalsystem->decals);
11117 memset(decalsystem, 0, sizeof(*decalsystem));
11120 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)
11123 tridecal_t *decals;
11127 // expand or initialize the system
11128 if (decalsystem->maxdecals <= decalsystem->numdecals)
11130 decalsystem_t old = *decalsystem;
11131 qboolean useshortelements;
11132 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11133 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11134 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)));
11135 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11136 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11137 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11138 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11139 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11140 if (decalsystem->numdecals)
11141 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11143 Mem_Free(old.decals);
11144 for (i = 0;i < decalsystem->maxdecals*3;i++)
11145 decalsystem->element3i[i] = i;
11146 if (useshortelements)
11147 for (i = 0;i < decalsystem->maxdecals*3;i++)
11148 decalsystem->element3s[i] = i;
11151 // grab a decal and search for another free slot for the next one
11152 maxdecals = decalsystem->maxdecals;
11153 decals = decalsystem->decals;
11154 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11155 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11157 decalsystem->freedecal = i;
11158 if (decalsystem->numdecals <= i)
11159 decalsystem->numdecals = i + 1;
11161 // initialize the decal
11163 decal->triangleindex = triangleindex;
11164 decal->surfaceindex = surfaceindex;
11165 decal->decalsequence = decalsequence;
11166 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11167 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11168 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11169 decal->color4ub[0][3] = 255;
11170 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11171 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11172 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11173 decal->color4ub[1][3] = 255;
11174 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11175 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11176 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11177 decal->color4ub[2][3] = 255;
11178 decal->vertex3f[0][0] = v0[0];
11179 decal->vertex3f[0][1] = v0[1];
11180 decal->vertex3f[0][2] = v0[2];
11181 decal->vertex3f[1][0] = v1[0];
11182 decal->vertex3f[1][1] = v1[1];
11183 decal->vertex3f[1][2] = v1[2];
11184 decal->vertex3f[2][0] = v2[0];
11185 decal->vertex3f[2][1] = v2[1];
11186 decal->vertex3f[2][2] = v2[2];
11187 decal->texcoord2f[0][0] = t0[0];
11188 decal->texcoord2f[0][1] = t0[1];
11189 decal->texcoord2f[1][0] = t1[0];
11190 decal->texcoord2f[1][1] = t1[1];
11191 decal->texcoord2f[2][0] = t2[0];
11192 decal->texcoord2f[2][1] = t2[1];
11195 extern cvar_t cl_decals_bias;
11196 extern cvar_t cl_decals_models;
11197 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11198 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)
11200 matrix4x4_t projection;
11201 decalsystem_t *decalsystem;
11204 const float *vertex3f;
11205 const msurface_t *surface;
11206 const msurface_t *surfaces;
11207 const int *surfacelist;
11208 const texture_t *texture;
11211 int numsurfacelist;
11212 int surfacelistindex;
11215 int decalsurfaceindex;
11220 float localorigin[3];
11221 float localnormal[3];
11222 float localmins[3];
11223 float localmaxs[3];
11230 float planes[6][4];
11232 float points[2][9][3];
11236 decalsystem = &ent->decalsystem;
11237 model = ent->model;
11238 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11240 R_DecalSystem_Reset(&ent->decalsystem);
11244 if (!model->brush.data_nodes && !cl_decals_models.integer)
11246 if (decalsystem->model)
11247 R_DecalSystem_Reset(decalsystem);
11251 if (decalsystem->model != model)
11252 R_DecalSystem_Reset(decalsystem);
11253 decalsystem->model = model;
11255 RSurf_ActiveModelEntity(ent, false, false, false);
11257 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11258 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11259 VectorNormalize(localnormal);
11260 localsize = worldsize*rsurface.inversematrixscale;
11261 ilocalsize = 1.0f / localsize;
11262 localmins[0] = localorigin[0] - localsize;
11263 localmins[1] = localorigin[1] - localsize;
11264 localmins[2] = localorigin[2] - localsize;
11265 localmaxs[0] = localorigin[0] + localsize;
11266 localmaxs[1] = localorigin[1] + localsize;
11267 localmaxs[2] = localorigin[2] + localsize;
11269 //VectorCopy(localnormal, planes[4]);
11270 //VectorVectors(planes[4], planes[2], planes[0]);
11271 AnglesFromVectors(angles, localnormal, NULL, false);
11272 AngleVectors(angles, planes[0], planes[2], planes[4]);
11273 VectorNegate(planes[0], planes[1]);
11274 VectorNegate(planes[2], planes[3]);
11275 VectorNegate(planes[4], planes[5]);
11276 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11277 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11278 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11279 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11280 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11281 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11286 matrix4x4_t forwardprojection;
11287 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11288 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11293 float projectionvector[4][3];
11294 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11295 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11296 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11297 projectionvector[0][0] = planes[0][0] * ilocalsize;
11298 projectionvector[0][1] = planes[1][0] * ilocalsize;
11299 projectionvector[0][2] = planes[2][0] * ilocalsize;
11300 projectionvector[1][0] = planes[0][1] * ilocalsize;
11301 projectionvector[1][1] = planes[1][1] * ilocalsize;
11302 projectionvector[1][2] = planes[2][1] * ilocalsize;
11303 projectionvector[2][0] = planes[0][2] * ilocalsize;
11304 projectionvector[2][1] = planes[1][2] * ilocalsize;
11305 projectionvector[2][2] = planes[2][2] * ilocalsize;
11306 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11307 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11308 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11309 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11313 dynamic = model->surfmesh.isanimated;
11314 vertex3f = rsurface.modelvertex3f;
11315 numsurfacelist = model->nummodelsurfaces;
11316 surfacelist = model->sortedmodelsurfaces;
11317 surfaces = model->data_surfaces;
11318 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11320 surfaceindex = surfacelist[surfacelistindex];
11321 surface = surfaces + surfaceindex;
11322 // skip transparent surfaces
11323 texture = surface->texture;
11324 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11326 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11328 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11330 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11331 numvertices = surface->num_vertices;
11332 numtriangles = surface->num_triangles;
11333 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11335 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11337 index = 3*e[cornerindex];
11338 VectorCopy(vertex3f + index, v[cornerindex]);
11341 //TriangleNormal(v[0], v[1], v[2], normal);
11342 //if (DotProduct(normal, localnormal) < 0.0f)
11344 // clip by each of the box planes formed from the projection matrix
11345 // if anything survives, we emit the decal
11346 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]);
11349 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]);
11352 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]);
11355 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]);
11358 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]);
11361 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]);
11364 // some part of the triangle survived, so we have to accept it...
11367 // dynamic always uses the original triangle
11369 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11371 index = 3*e[cornerindex];
11372 VectorCopy(vertex3f + index, v[cornerindex]);
11375 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11377 // convert vertex positions to texcoords
11378 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11379 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11380 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11381 // calculate distance fade from the projection origin
11382 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11383 f = bound(0.0f, f, 1.0f);
11384 c[cornerindex][0] = r * f;
11385 c[cornerindex][1] = g * f;
11386 c[cornerindex][2] = b * f;
11387 c[cornerindex][3] = 1.0f;
11388 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11391 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);
11393 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11394 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);
11399 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11400 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)
11402 int renderentityindex;
11403 float worldmins[3];
11404 float worldmaxs[3];
11405 entity_render_t *ent;
11407 if (!cl_decals_newsystem.integer)
11410 worldmins[0] = worldorigin[0] - worldsize;
11411 worldmins[1] = worldorigin[1] - worldsize;
11412 worldmins[2] = worldorigin[2] - worldsize;
11413 worldmaxs[0] = worldorigin[0] + worldsize;
11414 worldmaxs[1] = worldorigin[1] + worldsize;
11415 worldmaxs[2] = worldorigin[2] + worldsize;
11417 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11419 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11421 ent = r_refdef.scene.entities[renderentityindex];
11422 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11425 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11429 typedef struct r_decalsystem_splatqueue_s
11431 vec3_t worldorigin;
11432 vec3_t worldnormal;
11438 r_decalsystem_splatqueue_t;
11440 int r_decalsystem_numqueued = 0;
11441 #define MAX_DECALSYSTEM_QUEUE 1024
11442 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11444 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)
11446 r_decalsystem_splatqueue_t *queue;
11448 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11451 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11452 VectorCopy(worldorigin, queue->worldorigin);
11453 VectorCopy(worldnormal, queue->worldnormal);
11454 Vector4Set(queue->color, r, g, b, a);
11455 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11456 queue->worldsize = worldsize;
11457 queue->decalsequence = cl.decalsequence++;
11460 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11463 r_decalsystem_splatqueue_t *queue;
11465 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11466 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);
11467 r_decalsystem_numqueued = 0;
11470 extern cvar_t cl_decals_max;
11471 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11474 decalsystem_t *decalsystem = &ent->decalsystem;
11481 if (!decalsystem->numdecals)
11484 if (r_showsurfaces.integer)
11487 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11489 R_DecalSystem_Reset(decalsystem);
11493 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11494 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11496 if (decalsystem->lastupdatetime)
11497 frametime = (cl.time - decalsystem->lastupdatetime);
11500 decalsystem->lastupdatetime = cl.time;
11501 decal = decalsystem->decals;
11502 numdecals = decalsystem->numdecals;
11504 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11506 if (decal->color4ub[0][3])
11508 decal->lived += frametime;
11509 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11511 memset(decal, 0, sizeof(*decal));
11512 if (decalsystem->freedecal > i)
11513 decalsystem->freedecal = i;
11517 decal = decalsystem->decals;
11518 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11521 // collapse the array by shuffling the tail decals into the gaps
11524 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11525 decalsystem->freedecal++;
11526 if (decalsystem->freedecal == numdecals)
11528 decal[decalsystem->freedecal] = decal[--numdecals];
11531 decalsystem->numdecals = numdecals;
11533 if (numdecals <= 0)
11535 // if there are no decals left, reset decalsystem
11536 R_DecalSystem_Reset(decalsystem);
11540 extern skinframe_t *decalskinframe;
11541 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11544 decalsystem_t *decalsystem = &ent->decalsystem;
11554 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11557 numdecals = decalsystem->numdecals;
11561 if (r_showsurfaces.integer)
11564 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11566 R_DecalSystem_Reset(decalsystem);
11570 // if the model is static it doesn't matter what value we give for
11571 // wantnormals and wanttangents, so this logic uses only rules applicable
11572 // to a model, knowing that they are meaningless otherwise
11573 if (ent == r_refdef.scene.worldentity)
11574 RSurf_ActiveWorldEntity();
11576 RSurf_ActiveModelEntity(ent, false, false, false);
11578 decalsystem->lastupdatetime = cl.time;
11579 decal = decalsystem->decals;
11581 fadedelay = cl_decals_time.value;
11582 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11584 // update vertex positions for animated models
11585 v3f = decalsystem->vertex3f;
11586 c4f = decalsystem->color4f;
11587 t2f = decalsystem->texcoord2f;
11588 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11590 if (!decal->color4ub[0][3])
11593 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11596 // update color values for fading decals
11597 if (decal->lived >= cl_decals_time.value)
11599 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11600 alpha *= (1.0f/255.0f);
11603 alpha = 1.0f/255.0f;
11605 c4f[ 0] = decal->color4ub[0][0] * alpha;
11606 c4f[ 1] = decal->color4ub[0][1] * alpha;
11607 c4f[ 2] = decal->color4ub[0][2] * alpha;
11609 c4f[ 4] = decal->color4ub[1][0] * alpha;
11610 c4f[ 5] = decal->color4ub[1][1] * alpha;
11611 c4f[ 6] = decal->color4ub[1][2] * alpha;
11613 c4f[ 8] = decal->color4ub[2][0] * alpha;
11614 c4f[ 9] = decal->color4ub[2][1] * alpha;
11615 c4f[10] = decal->color4ub[2][2] * alpha;
11618 t2f[0] = decal->texcoord2f[0][0];
11619 t2f[1] = decal->texcoord2f[0][1];
11620 t2f[2] = decal->texcoord2f[1][0];
11621 t2f[3] = decal->texcoord2f[1][1];
11622 t2f[4] = decal->texcoord2f[2][0];
11623 t2f[5] = decal->texcoord2f[2][1];
11625 // update vertex positions for animated models
11626 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11628 e = rsurface.modelelement3i + 3*decal->triangleindex;
11629 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11630 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11631 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11635 VectorCopy(decal->vertex3f[0], v3f);
11636 VectorCopy(decal->vertex3f[1], v3f + 3);
11637 VectorCopy(decal->vertex3f[2], v3f + 6);
11648 r_refdef.stats.drawndecals += numtris;
11650 if (r_refdef.fogenabled)
11652 switch(vid.renderpath)
11654 case RENDERPATH_GL20:
11655 case RENDERPATH_CGGL:
11656 case RENDERPATH_GL13:
11657 case RENDERPATH_GL11:
11658 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11660 alpha = RSurf_FogVertex(v3f);
11669 // now render the decals all at once
11670 // (this assumes they all use one particle font texture!)
11671 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);
11672 R_Mesh_ResetTextureState();
11673 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11674 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11675 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11676 GL_DepthMask(false);
11677 GL_DepthRange(0, 1);
11678 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11679 GL_DepthTest(true);
11680 GL_CullFace(GL_NONE);
11681 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11682 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11683 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11687 static void R_DrawModelDecals(void)
11691 // fade faster when there are too many decals
11692 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11693 for (i = 0;i < r_refdef.scene.numentities;i++)
11694 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11696 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11697 for (i = 0;i < r_refdef.scene.numentities;i++)
11698 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11699 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11701 R_DecalSystem_ApplySplatEntitiesQueue();
11703 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11704 for (i = 0;i < r_refdef.scene.numentities;i++)
11705 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11707 r_refdef.stats.totaldecals += numdecals;
11709 if (r_showsurfaces.integer)
11712 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11714 for (i = 0;i < r_refdef.scene.numentities;i++)
11716 if (!r_refdef.viewcache.entityvisible[i])
11718 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11719 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11723 void R_DrawDebugModel(void)
11725 entity_render_t *ent = rsurface.entity;
11726 int i, j, k, l, flagsmask;
11727 const int *elements;
11729 const msurface_t *surface;
11730 dp_model_t *model = ent->model;
11733 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11735 R_Mesh_ColorPointer(NULL, 0, 0);
11736 R_Mesh_ResetTextureState();
11737 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11738 GL_DepthRange(0, 1);
11739 GL_DepthTest(!r_showdisabledepthtest.integer);
11740 GL_DepthMask(false);
11741 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11743 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11745 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11746 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11748 if (brush->colbrushf && brush->colbrushf->numtriangles)
11750 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11751 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);
11752 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11755 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11757 if (surface->num_collisiontriangles)
11759 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11760 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);
11761 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11766 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11768 if (r_showtris.integer || r_shownormals.integer)
11770 if (r_showdisabledepthtest.integer)
11772 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11773 GL_DepthMask(false);
11777 GL_BlendFunc(GL_ONE, GL_ZERO);
11778 GL_DepthMask(true);
11780 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11782 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11784 rsurface.texture = R_GetCurrentTexture(surface->texture);
11785 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11787 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11788 if (r_showtris.value > 0)
11790 if (!rsurface.texture->currentlayers->depthmask)
11791 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11792 else if (ent == r_refdef.scene.worldentity)
11793 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11795 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11796 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11797 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11798 R_Mesh_ColorPointer(NULL, 0, 0);
11799 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11800 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11801 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11802 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);
11803 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11806 if (r_shownormals.value < 0)
11808 qglBegin(GL_LINES);
11809 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11811 VectorCopy(rsurface.vertex3f + l * 3, v);
11812 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11813 qglVertex3f(v[0], v[1], v[2]);
11814 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11815 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11816 qglVertex3f(v[0], v[1], v[2]);
11821 if (r_shownormals.value > 0)
11823 qglBegin(GL_LINES);
11824 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11826 VectorCopy(rsurface.vertex3f + l * 3, v);
11827 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11828 qglVertex3f(v[0], v[1], v[2]);
11829 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11830 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11831 qglVertex3f(v[0], v[1], v[2]);
11835 qglBegin(GL_LINES);
11836 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11838 VectorCopy(rsurface.vertex3f + l * 3, v);
11839 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11840 qglVertex3f(v[0], v[1], v[2]);
11841 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11842 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11843 qglVertex3f(v[0], v[1], v[2]);
11847 qglBegin(GL_LINES);
11848 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11850 VectorCopy(rsurface.vertex3f + l * 3, v);
11851 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11852 qglVertex3f(v[0], v[1], v[2]);
11853 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11854 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11855 qglVertex3f(v[0], v[1], v[2]);
11862 rsurface.texture = NULL;
11866 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11867 int r_maxsurfacelist = 0;
11868 const msurface_t **r_surfacelist = NULL;
11869 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11871 int i, j, endj, f, flagsmask;
11873 dp_model_t *model = r_refdef.scene.worldmodel;
11874 msurface_t *surfaces;
11875 unsigned char *update;
11876 int numsurfacelist = 0;
11880 if (r_maxsurfacelist < model->num_surfaces)
11882 r_maxsurfacelist = model->num_surfaces;
11884 Mem_Free((msurface_t**)r_surfacelist);
11885 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11888 RSurf_ActiveWorldEntity();
11890 surfaces = model->data_surfaces;
11891 update = model->brushq1.lightmapupdateflags;
11893 // update light styles on this submodel
11894 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11896 model_brush_lightstyleinfo_t *style;
11897 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11899 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11901 int *list = style->surfacelist;
11902 style->value = r_refdef.scene.lightstylevalue[style->style];
11903 for (j = 0;j < style->numsurfaces;j++)
11904 update[list[j]] = true;
11909 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11913 R_DrawDebugModel();
11914 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11920 rsurface.uselightmaptexture = false;
11921 rsurface.texture = NULL;
11922 rsurface.rtlight = NULL;
11923 numsurfacelist = 0;
11924 // add visible surfaces to draw list
11925 for (i = 0;i < model->nummodelsurfaces;i++)
11927 j = model->sortedmodelsurfaces[i];
11928 if (r_refdef.viewcache.world_surfacevisible[j])
11929 r_surfacelist[numsurfacelist++] = surfaces + j;
11931 // update lightmaps if needed
11932 if (model->brushq1.firstrender)
11934 model->brushq1.firstrender = false;
11935 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11937 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11941 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11942 if (r_refdef.viewcache.world_surfacevisible[j])
11944 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11946 // don't do anything if there were no surfaces
11947 if (!numsurfacelist)
11949 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11952 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11953 GL_AlphaTest(false);
11955 // add to stats if desired
11956 if (r_speeds.integer && !skysurfaces && !depthonly)
11958 r_refdef.stats.world_surfaces += numsurfacelist;
11959 for (j = 0;j < numsurfacelist;j++)
11960 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11963 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11966 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11968 int i, j, endj, f, flagsmask;
11970 dp_model_t *model = ent->model;
11971 msurface_t *surfaces;
11972 unsigned char *update;
11973 int numsurfacelist = 0;
11977 if (r_maxsurfacelist < model->num_surfaces)
11979 r_maxsurfacelist = model->num_surfaces;
11981 Mem_Free((msurface_t **)r_surfacelist);
11982 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11985 // if the model is static it doesn't matter what value we give for
11986 // wantnormals and wanttangents, so this logic uses only rules applicable
11987 // to a model, knowing that they are meaningless otherwise
11988 if (ent == r_refdef.scene.worldentity)
11989 RSurf_ActiveWorldEntity();
11990 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11991 RSurf_ActiveModelEntity(ent, false, false, false);
11993 RSurf_ActiveModelEntity(ent, true, true, true);
11994 else if (depthonly)
11995 RSurf_ActiveModelEntity(ent, false, false, false);
11998 switch (vid.renderpath)
12000 case RENDERPATH_GL20:
12001 case RENDERPATH_CGGL:
12002 RSurf_ActiveModelEntity(ent, true, true, false);
12004 case RENDERPATH_GL13:
12005 case RENDERPATH_GL11:
12006 RSurf_ActiveModelEntity(ent, true, false, false);
12011 surfaces = model->data_surfaces;
12012 update = model->brushq1.lightmapupdateflags;
12014 // update light styles
12015 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12017 model_brush_lightstyleinfo_t *style;
12018 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12020 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12022 int *list = style->surfacelist;
12023 style->value = r_refdef.scene.lightstylevalue[style->style];
12024 for (j = 0;j < style->numsurfaces;j++)
12025 update[list[j]] = true;
12030 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12034 R_DrawDebugModel();
12035 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12041 rsurface.uselightmaptexture = false;
12042 rsurface.texture = NULL;
12043 rsurface.rtlight = NULL;
12044 numsurfacelist = 0;
12045 // add visible surfaces to draw list
12046 for (i = 0;i < model->nummodelsurfaces;i++)
12047 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12048 // don't do anything if there were no surfaces
12049 if (!numsurfacelist)
12051 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12054 // update lightmaps if needed
12058 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12063 R_BuildLightMap(ent, surfaces + j);
12068 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12070 R_BuildLightMap(ent, surfaces + j);
12071 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12072 GL_AlphaTest(false);
12074 // add to stats if desired
12075 if (r_speeds.integer && !skysurfaces && !depthonly)
12077 r_refdef.stats.entities_surfaces += numsurfacelist;
12078 for (j = 0;j < numsurfacelist;j++)
12079 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12085 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12087 static texture_t texture;
12088 static msurface_t surface;
12089 const msurface_t *surfacelist = &surface;
12091 // fake enough texture and surface state to render this geometry
12093 texture.update_lastrenderframe = -1; // regenerate this texture
12094 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12095 texture.currentskinframe = skinframe;
12096 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12097 texture.specularscalemod = 1;
12098 texture.specularpowermod = 1;
12100 surface.texture = &texture;
12101 surface.num_triangles = numtriangles;
12102 surface.num_firsttriangle = firsttriangle;
12103 surface.num_vertices = numvertices;
12104 surface.num_firstvertex = firstvertex;
12107 rsurface.texture = R_GetCurrentTexture(surface.texture);
12108 rsurface.uselightmaptexture = false;
12109 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12112 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)
12114 static msurface_t surface;
12115 const msurface_t *surfacelist = &surface;
12117 // fake enough texture and surface state to render this geometry
12119 surface.texture = texture;
12120 surface.num_triangles = numtriangles;
12121 surface.num_firsttriangle = firsttriangle;
12122 surface.num_vertices = numvertices;
12123 surface.num_firstvertex = firstvertex;
12126 rsurface.texture = R_GetCurrentTexture(surface.texture);
12127 rsurface.uselightmaptexture = false;
12128 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);