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_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
159 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"};
161 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"};
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176 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)"};
178 extern cvar_t v_glslgamma;
180 extern qboolean v_flipped_state;
182 static struct r_bloomstate_s
187 int bloomwidth, bloomheight;
189 int screentexturewidth, screentextureheight;
190 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192 int bloomtexturewidth, bloomtextureheight;
193 rtexture_t *texture_bloom;
195 // arrays for rendering the screen passes
196 float screentexcoord2f[8];
197 float bloomtexcoord2f[8];
198 float offsettexcoord2f[8];
200 r_viewport_t viewport;
204 r_waterstate_t r_waterstate;
206 /// shadow volume bsp struct with automatically growing nodes buffer
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
237 typedef struct r_qwskincache_s
239 char name[MAX_QPATH];
240 skinframe_t *skinframe;
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
256 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 for (i = 0;i < verts;i++)
270 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 for (i = 0;i < verts;i++)
283 // FIXME: move this to client?
286 if (gamemode == GAME_NEHAHRA)
288 Cvar_Set("gl_fogenable", "0");
289 Cvar_Set("gl_fogdensity", "0.2");
290 Cvar_Set("gl_fogred", "0.3");
291 Cvar_Set("gl_foggreen", "0.3");
292 Cvar_Set("gl_fogblue", "0.3");
294 r_refdef.fog_density = 0;
295 r_refdef.fog_red = 0;
296 r_refdef.fog_green = 0;
297 r_refdef.fog_blue = 0;
298 r_refdef.fog_alpha = 1;
299 r_refdef.fog_start = 0;
300 r_refdef.fog_end = 16384;
301 r_refdef.fog_height = 1<<30;
302 r_refdef.fog_fadedepth = 128;
305 static void R_BuildBlankTextures(void)
307 unsigned char data[4];
308 data[2] = 128; // normal X
309 data[1] = 128; // normal Y
310 data[0] = 255; // normal Z
311 data[3] = 128; // height
312 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
317 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
322 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
327 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 static void R_BuildNoTexture(void)
333 unsigned char pix[16][16][4];
334 // this makes a light grey/dark grey checkerboard texture
335 for (y = 0;y < 16;y++)
337 for (x = 0;x < 16;x++)
339 if ((y < 8) ^ (x < 8))
355 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 static void R_BuildWhiteCube(void)
360 unsigned char data[6*1*1*4];
361 memset(data, 255, sizeof(data));
362 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 static void R_BuildNormalizationCube(void)
369 vec_t s, t, intensity;
372 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
373 for (side = 0;side < 6;side++)
375 for (y = 0;y < NORMSIZE;y++)
377 for (x = 0;x < NORMSIZE;x++)
379 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 intensity = 127.0f / sqrt(DotProduct(v, v));
416 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
417 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
418 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
419 data[((side*64+y)*64+x)*4+3] = 255;
423 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
427 static void R_BuildFogTexture(void)
431 unsigned char data1[FOGWIDTH][4];
432 //unsigned char data2[FOGWIDTH][4];
435 r_refdef.fogmasktable_start = r_refdef.fog_start;
436 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
437 r_refdef.fogmasktable_range = r_refdef.fogrange;
438 r_refdef.fogmasktable_density = r_refdef.fog_density;
440 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
441 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443 d = (x * r - r_refdef.fogmasktable_start);
444 if(developer_extra.integer)
445 Con_DPrintf("%f ", d);
447 if (r_fog_exp2.integer)
448 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
451 if(developer_extra.integer)
452 Con_DPrintf(" : %f ", alpha);
453 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
454 if(developer_extra.integer)
455 Con_DPrintf(" = %f\n", alpha);
456 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459 for (x = 0;x < FOGWIDTH;x++)
461 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
466 //data2[x][0] = 255 - b;
467 //data2[x][1] = 255 - b;
468 //data2[x][2] = 255 - b;
471 if (r_texture_fogattenuation)
473 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
474 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
478 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);
479 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
483 //=======================================================================================================================================================
485 static const char *builtinshaderstring =
486 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
487 "// written by Forest 'LordHavoc' Hale\n"
488 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
494 "#define USELIGHTMAP\n"
496 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
497 "#define USEEYEVECTOR\n"
500 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
501 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#ifdef USESHADOWMAP2D\n"
505 "# ifdef GL_EXT_gpu_shader4\n"
506 "# extension GL_EXT_gpu_shader4 : enable\n"
508 "# ifdef GL_ARB_texture_gather\n"
509 "# extension GL_ARB_texture_gather : enable\n"
511 "# ifdef GL_AMD_texture_texture4\n"
512 "# extension GL_AMD_texture_texture4 : enable\n"
517 "#ifdef USESHADOWMAPCUBE\n"
518 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "//#ifdef USESHADOWSAMPLER\n"
522 "//# extension GL_ARB_shadow : enable\n"
525 "//#ifdef __GLSL_CG_DATA_TYPES\n"
526 "//# define myhalf half\n"
527 "//# define myhalf2 half2\n"
528 "//# define myhalf3 half3\n"
529 "//# define myhalf4 half4\n"
531 "# define myhalf float\n"
532 "# define myhalf2 vec2\n"
533 "# define myhalf3 vec3\n"
534 "# define myhalf4 vec4\n"
537 "#ifdef VERTEX_SHADER\n"
538 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#ifdef MODE_DEPTH_OR_SHADOW\n"
542 "#ifdef VERTEX_SHADER\n"
545 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "#else // !MODE_DEPTH_ORSHADOW\n"
553 "#ifdef MODE_SHOWDEPTH\n"
554 "#ifdef VERTEX_SHADER\n"
557 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
558 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
562 "#ifdef FRAGMENT_SHADER\n"
565 " gl_FragColor = gl_Color;\n"
568 "#else // !MODE_SHOWDEPTH\n"
573 "#ifdef MODE_POSTPROCESS\n"
574 "varying vec2 TexCoord1;\n"
575 "varying vec2 TexCoord2;\n"
577 "#ifdef VERTEX_SHADER\n"
580 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
581 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
588 "#ifdef FRAGMENT_SHADER\n"
589 "uniform sampler2D Texture_First;\n"
591 "uniform sampler2D Texture_Second;\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "uniform sampler2D Texture_GammaRamps;\n"
596 "#ifdef USESATURATION\n"
597 "uniform float Saturation;\n"
599 "#ifdef USEVIEWTINT\n"
600 "uniform vec4 ViewTintColor;\n"
602 "//uncomment these if you want to use them:\n"
603 "uniform vec4 UserVec1;\n"
604 "// uniform vec4 UserVec2;\n"
605 "// uniform vec4 UserVec3;\n"
606 "// uniform vec4 UserVec4;\n"
607 "// uniform float ClientTime;\n"
608 "uniform vec2 PixelSize;\n"
611 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#ifdef USEVIEWTINT\n"
616 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#ifdef USEPOSTPROCESSING\n"
620 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
621 "// 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"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
623 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
627 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#ifdef USESATURATION\n"
631 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
632 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
633 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
634 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#ifdef USEGAMMARAMPS\n"
638 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
639 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
640 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
644 "#else // !MODE_POSTPROCESS\n"
649 "#ifdef MODE_GENERIC\n"
650 "#ifdef USEDIFFUSE\n"
651 "varying vec2 TexCoord1;\n"
653 "#ifdef USESPECULAR\n"
654 "varying vec2 TexCoord2;\n"
656 "#ifdef VERTEX_SHADER\n"
659 " gl_FrontColor = gl_Color;\n"
660 "#ifdef USEDIFFUSE\n"
661 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#ifdef USESPECULAR\n"
664 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "#ifdef USEDIFFUSE\n"
672 "uniform sampler2D Texture_First;\n"
674 "#ifdef USESPECULAR\n"
675 "uniform sampler2D Texture_Second;\n"
680 " gl_FragColor = gl_Color;\n"
681 "#ifdef USEDIFFUSE\n"
682 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#ifdef USESPECULAR\n"
686 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
687 "# ifdef USECOLORMAPPING\n"
688 " gl_FragColor *= tex2;\n"
691 " gl_FragColor += tex2;\n"
693 "# ifdef USEVERTEXTEXTUREBLEND\n"
694 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
699 "#else // !MODE_GENERIC\n"
704 "#ifdef MODE_BLOOMBLUR\n"
705 "varying TexCoord;\n"
706 "#ifdef VERTEX_SHADER\n"
709 " gl_FrontColor = gl_Color;\n"
710 " TexCoord = gl_MultiTexCoord0.xy;\n"
711 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
715 "#ifdef FRAGMENT_SHADER\n"
716 "uniform sampler2D Texture_First;\n"
717 "uniform vec4 BloomBlur_Parameters;\n"
722 " vec2 tc = TexCoord;\n"
723 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
725 " for (i = 1;i < SAMPLES;i++)\n"
727 " color += texture2D(Texture_First, tc).rgb;\n"
728 " tc += BloomBlur_Parameters.xy;\n"
730 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "#else // !MODE_BLOOMBLUR\n"
734 "#ifdef MODE_REFRACTION\n"
735 "varying vec2 TexCoord;\n"
736 "varying vec4 ModelViewProjectionPosition;\n"
737 "uniform mat4 TexMatrix;\n"
738 "#ifdef VERTEX_SHADER\n"
742 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
743 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef FRAGMENT_SHADER\n"
749 "uniform sampler2D Texture_Normal;\n"
750 "uniform sampler2D Texture_Refraction;\n"
751 "uniform sampler2D Texture_Reflection;\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform vec4 RefractColor;\n"
757 "uniform vec4 ReflectColor;\n"
758 "uniform float ReflectFactor;\n"
759 "uniform float ReflectOffset;\n"
763 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
764 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
765 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
767 " // FIXME temporary hack to detect the case that the reflection\n"
768 " // gets blackened at edges due to leaving the area that contains actual\n"
770 " // Remove this 'ack once we have a better way to stop this thing from\n"
772 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
773 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
774 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
776 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
777 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "#else // !MODE_REFRACTION\n"
785 "#ifdef MODE_WATER\n"
786 "varying vec2 TexCoord;\n"
787 "varying vec3 EyeVector;\n"
788 "varying vec4 ModelViewProjectionPosition;\n"
789 "#ifdef VERTEX_SHADER\n"
790 "uniform vec3 EyePosition;\n"
791 "uniform mat4 TexMatrix;\n"
795 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
796 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
797 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
798 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
799 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
801 " ModelViewProjectionPosition = gl_Position;\n"
805 "#ifdef FRAGMENT_SHADER\n"
806 "uniform sampler2D Texture_Normal;\n"
807 "uniform sampler2D Texture_Refraction;\n"
808 "uniform sampler2D Texture_Reflection;\n"
810 "uniform vec4 DistortScaleRefractReflect;\n"
811 "uniform vec4 ScreenScaleRefractReflect;\n"
812 "uniform vec4 ScreenCenterRefractReflect;\n"
813 "uniform vec4 RefractColor;\n"
814 "uniform vec4 ReflectColor;\n"
815 "uniform float ReflectFactor;\n"
816 "uniform float ReflectOffset;\n"
820 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
824 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
825 " // FIXME temporary hack to detect the case that the reflection\n"
826 " // gets blackened at edges due to leaving the area that contains actual\n"
828 " // Remove this 'ack once we have a better way to stop this thing from\n"
830 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
831 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
834 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
835 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
836 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
839 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
840 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "#else // !MODE_WATER\n"
849 "// common definitions between vertex shader and fragment shader:\n"
851 "varying vec2 TexCoord;\n"
852 "#ifdef USEVERTEXTEXTUREBLEND\n"
853 "varying vec2 TexCoord2;\n"
855 "#ifdef USELIGHTMAP\n"
856 "varying vec2 TexCoordLightmap;\n"
859 "#ifdef MODE_LIGHTSOURCE\n"
860 "varying vec3 CubeVector;\n"
863 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
864 "varying vec3 LightVector;\n"
867 "#ifdef USEEYEVECTOR\n"
868 "varying vec3 EyeVector;\n"
871 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
875 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
876 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
877 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#ifdef USEREFLECTION\n"
881 "varying vec4 ModelViewProjectionPosition;\n"
883 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
884 "uniform vec3 LightPosition;\n"
885 "varying vec4 ModelViewPosition;\n"
888 "#ifdef MODE_LIGHTSOURCE\n"
889 "uniform vec3 LightPosition;\n"
891 "uniform vec3 EyePosition;\n"
892 "#ifdef MODE_LIGHTDIRECTION\n"
893 "uniform vec3 LightDir;\n"
895 "uniform vec4 FogPlane;\n"
897 "#ifdef USESHADOWMAPORTHO\n"
898 "varying vec3 ShadowMapTC;\n"
905 "// 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"
907 "// fragment shader specific:\n"
908 "#ifdef FRAGMENT_SHADER\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Color;\n"
912 "uniform sampler2D Texture_Gloss;\n"
914 "uniform sampler2D Texture_Glow;\n"
916 "#ifdef USEVERTEXTEXTUREBLEND\n"
917 "uniform sampler2D Texture_SecondaryNormal;\n"
918 "uniform sampler2D Texture_SecondaryColor;\n"
919 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "uniform sampler2D Texture_SecondaryGlow;\n"
924 "#ifdef USECOLORMAPPING\n"
925 "uniform sampler2D Texture_Pants;\n"
926 "uniform sampler2D Texture_Shirt;\n"
929 "uniform sampler2D Texture_FogMask;\n"
931 "#ifdef USELIGHTMAP\n"
932 "uniform sampler2D Texture_Lightmap;\n"
934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
935 "uniform sampler2D Texture_Deluxemap;\n"
937 "#ifdef USEREFLECTION\n"
938 "uniform sampler2D Texture_Reflection;\n"
941 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
942 "uniform sampler2D Texture_ScreenDepth;\n"
943 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#ifdef USEDEFERREDLIGHTMAP\n"
946 "uniform sampler2D Texture_ScreenDiffuse;\n"
947 "uniform sampler2D Texture_ScreenSpecular;\n"
950 "uniform myhalf3 Color_Pants;\n"
951 "uniform myhalf3 Color_Shirt;\n"
952 "uniform myhalf3 FogColor;\n"
955 "uniform float FogRangeRecip;\n"
956 "uniform float FogPlaneViewDist;\n"
957 "uniform float FogHeightFade;\n"
958 "float FogVertex(void)\n"
960 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
961 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "#ifdef USEFOGOUTSIDE\n"
964 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
972 "#ifdef USEOFFSETMAPPING\n"
973 "uniform float OffsetMapping_Scale;\n"
974 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
977 " // 14 sample relief mapping: linear search and then binary search\n"
978 " // this basically steps forward a small amount repeatedly until it finds\n"
979 " // itself inside solid, then jitters forward and back using decreasing\n"
980 " // amounts to find the impact\n"
981 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
982 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
983 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 " vec3 RT = vec3(TexCoord, 1);\n"
985 " OffsetVector *= 0.1;\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
996 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1002 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1003 " // this basically moves forward the full distance, and then backs up based\n"
1004 " // on height of samples\n"
1005 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1006 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1007 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 " TexCoord += OffsetVector;\n"
1009 " OffsetVector *= 0.333;\n"
1010 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " return TexCoord;\n"
1016 "#endif // USEOFFSETMAPPING\n"
1018 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1019 "uniform sampler2D Texture_Attenuation;\n"
1020 "uniform samplerCube Texture_Cube;\n"
1023 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1025 "#ifdef USESHADOWMAPRECT\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1029 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1033 "#ifdef USESHADOWMAP2D\n"
1034 "# ifdef USESHADOWSAMPLER\n"
1035 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1037 "uniform sampler2D Texture_ShadowMap2D;\n"
1041 "#ifdef USESHADOWMAPVSDCT\n"
1042 "uniform samplerCube Texture_CubeProjection;\n"
1045 "#ifdef USESHADOWMAPCUBE\n"
1046 "# ifdef USESHADOWSAMPLER\n"
1047 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1049 "uniform samplerCube Texture_ShadowMapCube;\n"
1053 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1054 "uniform vec2 ShadowMap_TextureScale;\n"
1055 "uniform vec4 ShadowMap_Parameters;\n"
1058 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1059 "# ifdef USESHADOWMAPORTHO\n"
1060 "# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1062 "# ifdef USESHADOWMAPVSDCT\n"
1063 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 " vec3 adir = abs(dir);\n"
1066 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1067 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1068 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1069 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1070 " stc.z += ShadowMap_Parameters.z;\n"
1074 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1076 " vec3 adir = abs(dir);\n"
1080 " if (adir.x > adir.y)\n"
1082 " if (adir.x > adir.z) // X\n"
1086 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1092 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1097 " if (adir.y > adir.z) // Y\n"
1101 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1107 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1111 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1112 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1113 " stc.z += ShadowMap_Parameters.z;\n"
1118 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1120 "#ifdef USESHADOWMAPCUBE\n"
1121 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1123 " vec3 adir = abs(dir);\n"
1124 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1128 "# ifdef USESHADOWMAPRECT\n"
1129 "float ShadowMapCompare(vec3 dir)\n"
1131 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1133 "# ifdef USESHADOWSAMPLER\n"
1135 "# ifdef USESHADOWMAPPCF\n"
1136 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1137 " 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"
1139 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1144 "# ifdef USESHADOWMAPPCF\n"
1145 "# if USESHADOWMAPPCF > 1\n"
1146 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1147 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1148 " 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"
1149 " 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"
1150 " 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"
1151 " 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"
1152 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1153 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1155 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1156 " vec2 offset = fract(shadowmaptc.xy);\n"
1157 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1158 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1159 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1160 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1161 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1164 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1168 "# ifdef USESHADOWMAPORTHO\n"
1169 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1176 "# ifdef USESHADOWMAP2D\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1179 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1183 "# ifdef USESHADOWMAPPCF\n"
1184 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1185 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1186 " 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"
1188 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1191 "# ifdef USESHADOWMAPPCF\n"
1192 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1193 "# ifdef GL_ARB_texture_gather\n"
1194 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1196 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1198 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1199 " center *= ShadowMap_TextureScale;\n"
1200 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1201 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1202 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1203 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1204 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1205 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1206 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1208 "# ifdef GL_EXT_gpu_shader4\n"
1209 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1211 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1213 "# if USESHADOWMAPPCF > 1\n"
1214 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1215 " center *= ShadowMap_TextureScale;\n"
1216 " 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"
1217 " 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"
1218 " 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"
1219 " 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"
1220 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1221 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1223 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1224 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1225 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1226 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1227 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1228 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1232 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1235 "# ifdef USESHADOWMAPORTHO\n"
1236 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1243 "# ifdef USESHADOWMAPCUBE\n"
1244 "float ShadowMapCompare(vec3 dir)\n"
1246 " // apply depth texture cubemap as light filter\n"
1247 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1249 "# ifdef USESHADOWSAMPLER\n"
1250 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1252 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1257 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1258 "#endif // FRAGMENT_SHADER\n"
1263 "#ifdef MODE_DEFERREDGEOMETRY\n"
1264 "#ifdef VERTEX_SHADER\n"
1265 "uniform mat4 TexMatrix;\n"
1266 "#ifdef USEVERTEXTEXTUREBLEND\n"
1267 "uniform mat4 BackgroundTexMatrix;\n"
1269 "uniform mat4 ModelViewMatrix;\n"
1272 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 " gl_FrontColor = gl_Color;\n"
1275 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1278 " // transform unnormalized eye direction into tangent space\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1281 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1282 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1283 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1286 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1287 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1288 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1289 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1291 "#endif // VERTEX_SHADER\n"
1293 "#ifdef FRAGMENT_SHADER\n"
1296 "#ifdef USEOFFSETMAPPING\n"
1297 " // apply offsetmapping\n"
1298 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1299 "#define TexCoord TexCoordOffset\n"
1302 "#ifdef USEALPHAKILL\n"
1303 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1307 "#ifdef USEVERTEXTEXTUREBLEND\n"
1308 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1309 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1310 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1311 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1316 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1318 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1319 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1322 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1324 "#endif // FRAGMENT_SHADER\n"
1325 "#else // !MODE_DEFERREDGEOMETRY\n"
1330 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1331 "#ifdef VERTEX_SHADER\n"
1332 "uniform mat4 ModelViewMatrix;\n"
1335 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1336 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1338 "#endif // VERTEX_SHADER\n"
1340 "#ifdef FRAGMENT_SHADER\n"
1341 "uniform mat4 ViewToLight;\n"
1342 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1343 "uniform vec2 ScreenToDepth;\n"
1344 "uniform myhalf3 DeferredColor_Ambient;\n"
1345 "uniform myhalf3 DeferredColor_Diffuse;\n"
1346 "#ifdef USESPECULAR\n"
1347 "uniform myhalf3 DeferredColor_Specular;\n"
1348 "uniform myhalf SpecularPower;\n"
1350 "uniform myhalf2 PixelToScreenTexCoord;\n"
1353 " // calculate viewspace pixel position\n"
1354 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1356 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1357 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1358 " // decode viewspace pixel normal\n"
1359 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1360 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1361 " // surfacenormal = pixel normal in viewspace\n"
1362 " // LightVector = pixel to light in viewspace\n"
1363 " // CubeVector = position in lightspace\n"
1364 " // eyevector = pixel to view in viewspace\n"
1365 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1366 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1367 "#ifdef USEDIFFUSE\n"
1368 " // calculate diffuse shading\n"
1369 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1370 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1372 "#ifdef USESPECULAR\n"
1373 " // calculate directional shading\n"
1374 " vec3 eyevector = position * -1.0;\n"
1375 "# ifdef USEEXACTSPECULARMATH\n"
1376 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1378 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1379 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1383 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1384 " fade *= ShadowMapCompare(CubeVector);\n"
1387 "#ifdef USEDIFFUSE\n"
1388 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1390 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1392 "#ifdef USESPECULAR\n"
1393 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1395 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1398 "# ifdef USECUBEFILTER\n"
1399 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1400 " gl_FragData[0].rgb *= cubecolor;\n"
1401 " gl_FragData[1].rgb *= cubecolor;\n"
1404 "#endif // FRAGMENT_SHADER\n"
1405 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1410 "#ifdef VERTEX_SHADER\n"
1411 "uniform mat4 TexMatrix;\n"
1412 "#ifdef USEVERTEXTEXTUREBLEND\n"
1413 "uniform mat4 BackgroundTexMatrix;\n"
1415 "#ifdef MODE_LIGHTSOURCE\n"
1416 "uniform mat4 ModelToLight;\n"
1418 "#ifdef USESHADOWMAPORTHO\n"
1419 "uniform mat4 ShadowMapMatrix;\n"
1423 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1424 " gl_FrontColor = gl_Color;\n"
1426 " // copy the surface texcoord\n"
1427 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1428 "#ifdef USEVERTEXTEXTUREBLEND\n"
1429 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1431 "#ifdef USELIGHTMAP\n"
1432 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1435 "#ifdef MODE_LIGHTSOURCE\n"
1436 " // transform vertex position into light attenuation/cubemap space\n"
1437 " // (-1 to +1 across the light box)\n"
1438 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1440 "# ifdef USEDIFFUSE\n"
1441 " // transform unnormalized light direction into tangent space\n"
1442 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1443 " // normalize it per pixel)\n"
1444 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1445 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1446 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1447 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1451 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1452 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1453 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1454 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1457 " // transform unnormalized eye direction into tangent space\n"
1458 "#ifdef USEEYEVECTOR\n"
1459 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1460 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1461 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1462 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1466 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1467 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1470 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1471 " VectorS = gl_MultiTexCoord1.xyz;\n"
1472 " VectorT = gl_MultiTexCoord2.xyz;\n"
1473 " VectorR = gl_MultiTexCoord3.xyz;\n"
1476 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1477 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1479 "#ifdef USESHADOWMAPORTHO\n"
1480 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1483 "#ifdef USEREFLECTION\n"
1484 " ModelViewProjectionPosition = gl_Position;\n"
1487 "#endif // VERTEX_SHADER\n"
1492 "#ifdef FRAGMENT_SHADER\n"
1493 "#ifdef USEDEFERREDLIGHTMAP\n"
1494 "uniform myhalf2 PixelToScreenTexCoord;\n"
1495 "uniform myhalf3 DeferredMod_Diffuse;\n"
1496 "uniform myhalf3 DeferredMod_Specular;\n"
1498 "uniform myhalf3 Color_Ambient;\n"
1499 "uniform myhalf3 Color_Diffuse;\n"
1500 "uniform myhalf3 Color_Specular;\n"
1501 "uniform myhalf SpecularPower;\n"
1503 "uniform myhalf3 Color_Glow;\n"
1505 "uniform myhalf Alpha;\n"
1506 "#ifdef USEREFLECTION\n"
1507 "uniform vec4 DistortScaleRefractReflect;\n"
1508 "uniform vec4 ScreenScaleRefractReflect;\n"
1509 "uniform vec4 ScreenCenterRefractReflect;\n"
1510 "uniform myhalf4 ReflectColor;\n"
1512 "#ifdef USEREFLECTCUBE\n"
1513 "uniform mat4 ModelToReflectCube;\n"
1514 "uniform sampler2D Texture_ReflectMask;\n"
1515 "uniform samplerCube Texture_ReflectCube;\n"
1517 "#ifdef MODE_LIGHTDIRECTION\n"
1518 "uniform myhalf3 LightColor;\n"
1520 "#ifdef MODE_LIGHTSOURCE\n"
1521 "uniform myhalf3 LightColor;\n"
1525 "#ifdef USEOFFSETMAPPING\n"
1526 " // apply offsetmapping\n"
1527 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1528 "#define TexCoord TexCoordOffset\n"
1531 " // combine the diffuse textures (base, pants, shirt)\n"
1532 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1533 "#ifdef USEALPHAKILL\n"
1534 " if (color.a < 0.5)\n"
1537 " color.a *= Alpha;\n"
1538 "#ifdef USECOLORMAPPING\n"
1539 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1543 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1544 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1545 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1547 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1550 " // get the surface normal\n"
1551 "#ifdef USEVERTEXTEXTUREBLEND\n"
1552 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1554 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1557 " // get the material colors\n"
1558 " myhalf3 diffusetex = color.rgb;\n"
1559 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1560 "# ifdef USEVERTEXTEXTUREBLEND\n"
1561 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1563 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1569 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1570 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1571 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1577 "#ifdef MODE_LIGHTSOURCE\n"
1578 " // light source\n"
1579 "#ifdef USEDIFFUSE\n"
1580 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1581 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1582 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1583 "#ifdef USESPECULAR\n"
1584 "#ifdef USEEXACTSPECULARMATH\n"
1585 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1587 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1588 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1590 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1593 " color.rgb = diffusetex * Color_Ambient;\n"
1595 " color.rgb *= LightColor;\n"
1596 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1597 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1598 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1600 "# ifdef USECUBEFILTER\n"
1601 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1603 "#endif // MODE_LIGHTSOURCE\n"
1608 "#ifdef MODE_LIGHTDIRECTION\n"
1610 "#ifdef USEDIFFUSE\n"
1611 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1613 "#define lightcolor LightColor\n"
1614 "#endif // MODE_LIGHTDIRECTION\n"
1615 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1617 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1618 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1619 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1620 " // convert modelspace light vector to tangentspace\n"
1621 " myhalf3 lightnormal;\n"
1622 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1623 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1624 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1625 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1626 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1627 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1628 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1629 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1630 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1631 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1632 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1633 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1634 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1635 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1638 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1639 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1646 "#ifdef MODE_LIGHTMAP\n"
1647 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1648 "#endif // MODE_LIGHTMAP\n"
1649 "#ifdef MODE_VERTEXCOLOR\n"
1650 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1651 "#endif // MODE_VERTEXCOLOR\n"
1652 "#ifdef MODE_FLATCOLOR\n"
1653 " color.rgb = diffusetex * Color_Ambient;\n"
1654 "#endif // MODE_FLATCOLOR\n"
1660 "# ifdef USEDIFFUSE\n"
1661 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1662 "# ifdef USESPECULAR\n"
1663 "# ifdef USEEXACTSPECULARMATH\n"
1664 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1666 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1667 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1669 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1671 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1678 "#ifdef USESHADOWMAPORTHO\n"
1679 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1682 "#ifdef USEDEFERREDLIGHTMAP\n"
1683 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1684 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1685 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1689 "#ifdef USEVERTEXTEXTUREBLEND\n"
1690 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1692 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1697 "#ifdef MODE_LIGHTSOURCE\n"
1698 " color.rgb *= myhalf(FogVertex());\n"
1700 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1704 " // 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"
1705 "#ifdef USEREFLECTION\n"
1706 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1707 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1708 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1709 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1710 " // FIXME temporary hack to detect the case that the reflection\n"
1711 " // gets blackened at edges due to leaving the area that contains actual\n"
1713 " // Remove this 'ack once we have a better way to stop this thing from\n"
1715 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1716 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1717 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1718 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1719 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1720 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1723 " gl_FragColor = vec4(color);\n"
1725 "#endif // FRAGMENT_SHADER\n"
1727 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1728 "#endif // !MODE_DEFERREDGEOMETRY\n"
1729 "#endif // !MODE_WATER\n"
1730 "#endif // !MODE_REFRACTION\n"
1731 "#endif // !MODE_BLOOMBLUR\n"
1732 "#endif // !MODE_GENERIC\n"
1733 "#endif // !MODE_POSTPROCESS\n"
1734 "#endif // !MODE_SHOWDEPTH\n"
1735 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1739 =========================================================================================================================================================
1743 =========================================================================================================================================================
1747 =========================================================================================================================================================
1751 =========================================================================================================================================================
1755 =========================================================================================================================================================
1759 =========================================================================================================================================================
1763 =========================================================================================================================================================
1766 const char *builtincgshaderstring =
1767 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1768 "// written by Forest 'LordHavoc' Hale\n"
1769 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1771 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1774 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1775 "#define USELIGHTMAP\n"
1777 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1778 "#define USEEYEVECTOR\n"
1781 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1782 "#ifdef VERTEX_SHADER\n"
1785 "float4 gl_Vertex : POSITION,\n"
1786 "uniform float4x4 ModelViewProjectionMatrix,\n"
1787 "out float4 gl_Position : POSITION\n"
1790 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1793 "#else // !MODE_DEPTH_ORSHADOW\n"
1798 "#ifdef MODE_SHOWDEPTH\n"
1799 "#ifdef VERTEX_SHADER\n"
1802 "float4 gl_Vertex : POSITION,\n"
1803 "uniform float4x4 ModelViewProjectionMatrix,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float4 gl_FrontColor : COLOR0\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1813 "#ifdef FRAGMENT_SHADER\n"
1816 "float4 gl_FrontColor : COLOR0,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1820 " gl_FragColor = gl_FrontColor;\n"
1823 "#else // !MODE_SHOWDEPTH\n"
1828 "#ifdef MODE_POSTPROCESS\n"
1830 "#ifdef VERTEX_SHADER\n"
1833 "float4 gl_Vertex : POSITION,\n"
1834 "uniform float4x4 ModelViewProjectionMatrix,\n"
1835 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1836 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1837 "out float4 gl_Position : POSITION,\n"
1838 "out float2 TexCoord1 : TEXCOORD0,\n"
1839 "out float2 TexCoord2 : TEXCOORD1\n"
1842 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1843 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1845 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1850 "#ifdef FRAGMENT_SHADER\n"
1853 "float2 TexCoord1 : TEXCOORD0,\n"
1854 "float2 TexCoord2 : TEXCOORD1,\n"
1855 "uniform sampler2D Texture_First,\n"
1857 "uniform sampler2D Texture_Second,\n"
1859 "#ifdef USEGAMMARAMPS\n"
1860 "uniform sampler2D Texture_GammaRamps,\n"
1862 "#ifdef USESATURATION\n"
1863 "uniform float Saturation,\n"
1865 "#ifdef USEVIEWTINT\n"
1866 "uniform float4 ViewTintColor,\n"
1868 "uniform float4 UserVec1,\n"
1869 "uniform float4 UserVec2,\n"
1870 "uniform float4 UserVec3,\n"
1871 "uniform float4 UserVec4,\n"
1872 "uniform float ClientTime,\n"
1873 "uniform float2 PixelSize,\n"
1874 "out float4 gl_FragColor : COLOR\n"
1877 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1879 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1881 "#ifdef USEVIEWTINT\n"
1882 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1885 "#ifdef USEPOSTPROCESSING\n"
1886 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1887 "// 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"
1888 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1889 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1890 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1891 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1892 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1893 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1896 "#ifdef USESATURATION\n"
1897 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1898 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1899 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1900 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1903 "#ifdef USEGAMMARAMPS\n"
1904 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1905 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1906 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1910 "#else // !MODE_POSTPROCESS\n"
1915 "#ifdef MODE_GENERIC\n"
1916 "#ifdef VERTEX_SHADER\n"
1919 "float4 gl_Vertex : POSITION,\n"
1920 "uniform float4x4 ModelViewProjectionMatrix,\n"
1921 "float4 gl_Color : COLOR0,\n"
1922 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1923 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1924 "out float4 gl_Position : POSITION,\n"
1925 "out float4 gl_FrontColor : COLOR,\n"
1926 "out float2 TexCoord1 : TEXCOORD0,\n"
1927 "out float2 TexCoord2 : TEXCOORD1\n"
1930 " gl_FrontColor = gl_Color;\n"
1931 "#ifdef USEDIFFUSE\n"
1932 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1934 "#ifdef USESPECULAR\n"
1935 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1937 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1941 "#ifdef FRAGMENT_SHADER\n"
1945 "float4 gl_FrontColor : COLOR,\n"
1946 "float2 TexCoord1 : TEXCOORD0,\n"
1947 "float2 TexCoord2 : TEXCOORD1,\n"
1948 "#ifdef USEDIFFUSE\n"
1949 "uniform sampler2D Texture_First,\n"
1951 "#ifdef USESPECULAR\n"
1952 "uniform sampler2D Texture_Second,\n"
1954 "out float4 gl_FragColor : COLOR\n"
1957 " gl_FragColor = gl_FrontColor;\n"
1958 "#ifdef USEDIFFUSE\n"
1959 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1962 "#ifdef USESPECULAR\n"
1963 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1964 "# ifdef USECOLORMAPPING\n"
1965 " gl_FragColor *= tex2;\n"
1968 " gl_FragColor += tex2;\n"
1970 "# ifdef USEVERTEXTEXTUREBLEND\n"
1971 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1976 "#else // !MODE_GENERIC\n"
1981 "#ifdef MODE_BLOOMBLUR\n"
1982 "#ifdef VERTEX_SHADER\n"
1985 "float4 gl_Vertex : POSITION,\n"
1986 "uniform float4x4 ModelViewProjectionMatrix,\n"
1987 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1988 "out float4 gl_Position : POSITION,\n"
1989 "out float2 TexCoord : TEXCOORD0\n"
1992 " TexCoord = gl_MultiTexCoord0.xy;\n"
1993 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1997 "#ifdef FRAGMENT_SHADER\n"
2001 "float2 TexCoord : TEXCOORD0,\n"
2002 "uniform sampler2D Texture_First,\n"
2003 "uniform float4 BloomBlur_Parameters,\n"
2004 "out float4 gl_FragColor : COLOR\n"
2008 " float2 tc = TexCoord;\n"
2009 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2010 " tc += BloomBlur_Parameters.xy;\n"
2011 " for (i = 1;i < SAMPLES;i++)\n"
2013 " color += tex2D(Texture_First, tc).rgb;\n"
2014 " tc += BloomBlur_Parameters.xy;\n"
2016 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2019 "#else // !MODE_BLOOMBLUR\n"
2020 "#ifdef MODE_REFRACTION\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "uniform float4x4 TexMatrix,\n"
2028 "uniform float3 EyePosition,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float2 TexCoord : TEXCOORD0,\n"
2031 "out float3 EyeVector : TEXCOORD1,\n"
2032 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2035 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2036 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2037 " ModelViewProjectionPosition = gl_Position;\n"
2041 "#ifdef FRAGMENT_SHADER\n"
2044 "float2 TexCoord : TEXCOORD0,\n"
2045 "float3 EyeVector : TEXCOORD1,\n"
2046 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2047 "uniform sampler2D Texture_Normal,\n"
2048 "uniform sampler2D Texture_Refraction,\n"
2049 "uniform sampler2D Texture_Reflection,\n"
2050 "uniform float4 DistortScaleRefractReflect,\n"
2051 "uniform float4 ScreenScaleRefractReflect,\n"
2052 "uniform float4 ScreenCenterRefractReflect,\n"
2053 "uniform float4 RefractColor,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2059 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2061 " // FIXME temporary hack to detect the case that the reflection\n"
2062 " // gets blackened at edges due to leaving the area that contains actual\n"
2064 " // Remove this 'ack once we have a better way to stop this thing from\n"
2066 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2071 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2074 "#else // !MODE_REFRACTION\n"
2079 "#ifdef MODE_WATER\n"
2080 "#ifdef VERTEX_SHADER\n"
2084 "float4 gl_Vertex : POSITION,\n"
2085 "uniform float4x4 ModelViewProjectionMatrix,\n"
2086 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2087 "uniform float4x4 TexMatrix,\n"
2088 "uniform float3 EyePosition,\n"
2089 "out float4 gl_Position : POSITION,\n"
2090 "out float2 TexCoord : TEXCOORD0,\n"
2091 "out float3 EyeVector : TEXCOORD1,\n"
2092 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2095 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2096 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2097 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2098 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2099 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 " ModelViewProjectionPosition = gl_Position;\n"
2105 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "float3 EyeVector : TEXCOORD1,\n"
2110 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2111 "uniform sampler2D Texture_Normal,\n"
2112 "uniform sampler2D Texture_Refraction,\n"
2113 "uniform sampler2D Texture_Reflection,\n"
2114 "uniform float4 DistortScaleRefractReflect,\n"
2115 "uniform float4 ScreenScaleRefractReflect,\n"
2116 "uniform float4 ScreenCenterRefractReflect,\n"
2117 "uniform float4 RefractColor,\n"
2118 "uniform float4 ReflectColor,\n"
2119 "uniform float ReflectFactor,\n"
2120 "uniform float ReflectOffset,\n"
2121 "out float4 gl_FragColor : COLOR\n"
2124 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2125 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2126 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2128 " // FIXME temporary hack to detect the case that the reflection\n"
2129 " // gets blackened at edges due to leaving the area that contains actual\n"
2131 " // Remove this 'ack once we have a better way to stop this thing from\n"
2133 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2134 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2135 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2136 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2137 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2138 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2139 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2140 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2142 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2143 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2144 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2147 "#else // !MODE_WATER\n"
2152 "// 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"
2154 "// fragment shader specific:\n"
2155 "#ifdef FRAGMENT_SHADER\n"
2158 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2161 "#ifdef USEFOGOUTSIDE\n"
2162 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2164 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2166 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2170 "#ifdef USEOFFSETMAPPING\n"
2171 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2173 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2174 " // 14 sample relief mapping: linear search and then binary search\n"
2175 " // this basically steps forward a small amount repeatedly until it finds\n"
2176 " // itself inside solid, then jitters forward and back using decreasing\n"
2177 " // amounts to find the impact\n"
2178 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2179 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2180 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 " float3 RT = float3(TexCoord, 1);\n"
2182 " OffsetVector *= 0.1;\n"
2183 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2184 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2193 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2194 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2195 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2196 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2199 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2200 " // this basically moves forward the full distance, and then backs up based\n"
2201 " // on height of samples\n"
2202 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2203 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2204 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2205 " TexCoord += OffsetVector;\n"
2206 " OffsetVector *= 0.333;\n"
2207 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2208 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 " return TexCoord;\n"
2213 "#endif // USEOFFSETMAPPING\n"
2215 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2216 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "# ifdef USESHADOWMAPORTHO\n"
2218 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2220 "# ifdef USESHADOWMAPVSDCT\n"
2221 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2223 " float3 adir = abs(dir);\n"
2224 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2225 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2226 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2227 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2228 " stc.z += ShadowMap_Parameters.z;\n"
2232 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2234 " float3 adir = abs(dir);\n"
2238 " if (adir.x > adir.y)\n"
2240 " if (adir.x > adir.z) // X\n"
2244 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2250 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2255 " if (adir.y > adir.z) // Y\n"
2259 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2265 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2269 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2270 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2271 " stc.z += ShadowMap_Parameters.z;\n"
2276 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2278 "#ifdef USESHADOWMAPCUBE\n"
2279 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2281 " float3 adir = abs(dir);\n"
2282 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2286 "# ifdef USESHADOWMAPRECT\n"
2287 "#ifdef USESHADOWMAPVSDCT\n"
2288 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2290 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2293 "#ifdef USESHADOWMAPVSDCT\n"
2294 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2296 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2299 "# ifdef USESHADOWSAMPLER\n"
2301 "# ifdef USESHADOWMAPPCF\n"
2302 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2303 " 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"
2305 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2310 "# ifdef USESHADOWMAPPCF\n"
2311 "# if USESHADOWMAPPCF > 1\n"
2312 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2314 " 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"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2319 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2321 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2322 " float2 offset = frac(shadowmaptc.xy);\n"
2323 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2325 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2326 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2327 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2330 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2334 "# ifdef USESHADOWMAPORTHO\n"
2335 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2342 "# ifdef USESHADOWMAP2D\n"
2343 "#ifdef USESHADOWMAPVSDCT\n"
2344 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2346 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2349 "#ifdef USESHADOWMAPVSDCT\n"
2350 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2352 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2356 "# ifdef USESHADOWSAMPLER\n"
2357 "# ifdef USESHADOWMAPPCF\n"
2358 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2359 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2360 " 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"
2362 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2365 "# ifdef USESHADOWMAPPCF\n"
2366 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2367 "# ifdef GL_ARB_texture_gather\n"
2368 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2370 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2372 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2373 " center *= ShadowMap_TextureScale;\n"
2374 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2375 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2376 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2377 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2378 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2379 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2380 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2382 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2383 "# if USESHADOWMAPPCF > 1\n"
2384 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2385 " center *= ShadowMap_TextureScale;\n"
2386 " 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"
2387 " 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"
2388 " 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"
2389 " 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"
2390 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2391 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2393 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2394 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2395 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2396 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2397 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2398 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2402 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2405 "# ifdef USESHADOWMAPORTHO\n"
2406 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2413 "# ifdef USESHADOWMAPCUBE\n"
2414 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2416 " // apply depth texture cubemap as light filter\n"
2417 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2419 "# ifdef USESHADOWSAMPLER\n"
2420 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2422 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2427 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2428 "#endif // FRAGMENT_SHADER\n"
2433 "#ifdef MODE_DEFERREDGEOMETRY\n"
2434 "#ifdef VERTEX_SHADER\n"
2437 "float4 gl_Vertex : POSITION,\n"
2438 "uniform float4x4 ModelViewProjectionMatrix,\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 "float4 gl_Color : COLOR0,\n"
2442 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2443 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2444 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2445 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2446 "uniform float4x4 TexMatrix,\n"
2447 "#ifdef USEVERTEXTEXTUREBLEND\n"
2448 "uniform float4x4 BackgroundTexMatrix,\n"
2450 "uniform float4x4 ModelViewMatrix,\n"
2451 "#ifdef USEOFFSETMAPPING\n"
2452 "uniform float3 EyePosition,\n"
2454 "out float4 gl_Position : POSITION,\n"
2455 "out float4 gl_FrontColor : COLOR,\n"
2456 "out float4 TexCoordBoth : TEXCOORD0,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "out float3 EyeVector : TEXCOORD2,\n"
2460 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2461 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2462 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2465 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 " gl_FrontColor = gl_Color;\n"
2468 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2471 " // transform unnormalized eye direction into tangent space\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2474 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2475 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2476 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2479 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2480 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2481 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2482 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2484 "#endif // VERTEX_SHADER\n"
2486 "#ifdef FRAGMENT_SHADER\n"
2489 "float4 TexCoordBoth : TEXCOORD0,\n"
2490 "float3 EyeVector : TEXCOORD2,\n"
2491 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2492 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2493 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2494 "uniform sampler2D Texture_Normal,\n"
2495 "#ifdef USEALPHAKILL\n"
2496 "uniform sampler2D Texture_Color,\n"
2498 "uniform sampler2D Texture_Gloss,\n"
2499 "#ifdef USEVERTEXTEXTUREBLEND\n"
2500 "uniform sampler2D Texture_SecondaryNormal,\n"
2501 "uniform sampler2D Texture_SecondaryGloss,\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "uniform float OffsetMapping_Scale,\n"
2506 "uniform half SpecularPower,\n"
2507 "out float4 gl_FragColor : COLOR\n"
2510 " float2 TexCoord = TexCoordBoth.xy;\n"
2511 "#ifdef USEOFFSETMAPPING\n"
2512 " // apply offsetmapping\n"
2513 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2514 "#define TexCoord TexCoordOffset\n"
2517 "#ifdef USEALPHAKILL\n"
2518 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2522 "#ifdef USEVERTEXTEXTUREBLEND\n"
2523 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2524 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2525 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2526 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2529 "#ifdef USEVERTEXTEXTUREBLEND\n"
2530 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2531 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2533 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2534 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2537 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2539 "#endif // FRAGMENT_SHADER\n"
2540 "#else // !MODE_DEFERREDGEOMETRY\n"
2545 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2546 "#ifdef VERTEX_SHADER\n"
2549 "float4 gl_Vertex : POSITION,\n"
2550 "uniform float4x4 ModelViewProjectionMatrix,\n"
2551 "uniform float4x4 ModelViewMatrix,\n"
2552 "out float4 gl_Position : POSITION,\n"
2553 "out float4 ModelViewPosition : TEXCOORD0\n"
2556 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2557 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "#endif // VERTEX_SHADER\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2564 "float2 Pixel : WPOS,\n"
2565 "float4 ModelViewPosition : TEXCOORD0,\n"
2566 "uniform float4x4 ViewToLight,\n"
2567 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2568 "uniform float3 LightPosition,\n"
2569 "uniform half2 PixelToScreenTexCoord,\n"
2570 "uniform half3 DeferredColor_Ambient,\n"
2571 "uniform half3 DeferredColor_Diffuse,\n"
2572 "#ifdef USESPECULAR\n"
2573 "uniform half3 DeferredColor_Specular,\n"
2574 "uniform half SpecularPower,\n"
2576 "uniform sampler2D Texture_Attenuation,\n"
2577 "uniform sampler2D Texture_ScreenDepth,\n"
2578 "uniform sampler2D Texture_ScreenNormalMap,\n"
2580 "#ifdef USESHADOWMAPRECT\n"
2581 "# ifdef USESHADOWSAMPLER\n"
2582 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2584 "uniform samplerRECT Texture_ShadowMapRect,\n"
2588 "#ifdef USESHADOWMAP2D\n"
2589 "# ifdef USESHADOWSAMPLER\n"
2590 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2592 "uniform sampler2D Texture_ShadowMap2D,\n"
2596 "#ifdef USESHADOWMAPVSDCT\n"
2597 "uniform samplerCUBE Texture_CubeProjection,\n"
2600 "#ifdef USESHADOWMAPCUBE\n"
2601 "# ifdef USESHADOWSAMPLER\n"
2602 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2604 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2608 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2609 "uniform float2 ShadowMap_TextureScale,\n"
2610 "uniform float4 ShadowMap_Parameters,\n"
2613 "out float4 gl_FragData0 : COLOR0,\n"
2614 "out float4 gl_FragData1 : COLOR1\n"
2617 " // calculate viewspace pixel position\n"
2618 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2619 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2620 " float3 position;\n"
2621 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2622 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2623 " // decode viewspace pixel normal\n"
2624 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2625 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2626 " // surfacenormal = pixel normal in viewspace\n"
2627 " // LightVector = pixel to light in viewspace\n"
2628 " // CubeVector = position in lightspace\n"
2629 " // eyevector = pixel to view in viewspace\n"
2630 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2631 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2632 "#ifdef USEDIFFUSE\n"
2633 " // calculate diffuse shading\n"
2634 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2635 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2637 "#ifdef USESPECULAR\n"
2638 " // calculate directional shading\n"
2639 " float3 eyevector = position * -1.0;\n"
2640 "# ifdef USEEXACTSPECULARMATH\n"
2641 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2643 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2644 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2648 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2649 " fade *= ShadowMapCompare(CubeVector,\n"
2650 "# if defined(USESHADOWMAP2D)\n"
2651 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2653 "# if defined(USESHADOWMAPRECT)\n"
2654 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2656 "# if defined(USESHADOWMAPCUBE)\n"
2657 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2660 "#ifdef USESHADOWMAPVSDCT\n"
2661 ", Texture_CubeProjection\n"
2666 "#ifdef USEDIFFUSE\n"
2667 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2669 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2671 "#ifdef USESPECULAR\n"
2672 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2674 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2677 "# ifdef USECUBEFILTER\n"
2678 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2679 " gl_FragData0.rgb *= cubecolor;\n"
2680 " gl_FragData1.rgb *= cubecolor;\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2689 "#ifdef VERTEX_SHADER\n"
2692 "float4 gl_Vertex : POSITION,\n"
2693 "uniform float4x4 ModelViewProjectionMatrix,\n"
2694 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2695 "float4 gl_Color : COLOR0,\n"
2697 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2698 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2699 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2700 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2701 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2703 "uniform float3 EyePosition,\n"
2704 "uniform float4x4 TexMatrix,\n"
2705 "#ifdef USEVERTEXTEXTUREBLEND\n"
2706 "uniform float4x4 BackgroundTexMatrix,\n"
2708 "#ifdef MODE_LIGHTSOURCE\n"
2709 "uniform float4x4 ModelToLight,\n"
2711 "#ifdef MODE_LIGHTSOURCE\n"
2712 "uniform float3 LightPosition,\n"
2714 "#ifdef MODE_LIGHTDIRECTION\n"
2715 "uniform float3 LightDir,\n"
2717 "uniform float4 FogPlane,\n"
2718 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2719 "uniform float3 LightPosition,\n"
2721 "#ifdef USESHADOWMAPORTHO\n"
2722 "uniform float4x4 ShadowMapMatrix,\n"
2725 "out float4 gl_FrontColor : COLOR,\n"
2726 "out float4 TexCoordBoth : TEXCOORD0,\n"
2727 "#ifdef USELIGHTMAP\n"
2728 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2730 "#ifdef USEEYEVECTOR\n"
2731 "out float3 EyeVector : TEXCOORD2,\n"
2733 "#ifdef USEREFLECTION\n"
2734 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2737 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2739 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2740 "out float3 LightVector : TEXCOORD5,\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "out float3 CubeVector : TEXCOORD3,\n"
2745 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2746 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2747 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2748 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2750 "#ifdef USESHADOWMAPORTHO\n"
2751 "out float3 ShadowMapTC : TEXCOORD8,\n"
2753 "out float4 gl_Position : POSITION\n"
2756 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2757 " gl_FrontColor = gl_Color;\n"
2759 " // copy the surface texcoord\n"
2760 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2761 "#ifdef USEVERTEXTEXTUREBLEND\n"
2762 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2764 "#ifdef USELIGHTMAP\n"
2765 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2768 "#ifdef MODE_LIGHTSOURCE\n"
2769 " // transform vertex position into light attenuation/cubemap space\n"
2770 " // (-1 to +1 across the light box)\n"
2771 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2773 "# ifdef USEDIFFUSE\n"
2774 " // transform unnormalized light direction into tangent space\n"
2775 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2776 " // normalize it per pixel)\n"
2777 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2778 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2779 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2780 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2784 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2785 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2786 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2787 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2790 " // transform unnormalized eye direction into tangent space\n"
2791 "#ifdef USEEYEVECTOR\n"
2792 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2799 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2800 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2803 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2804 " VectorS = gl_MultiTexCoord1.xyz;\n"
2805 " VectorT = gl_MultiTexCoord2.xyz;\n"
2806 " VectorR = gl_MultiTexCoord3.xyz;\n"
2809 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2810 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2812 "#ifdef USESHADOWMAPORTHO\n"
2813 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2816 "#ifdef USEREFLECTION\n"
2817 " ModelViewProjectionPosition = gl_Position;\n"
2820 "#endif // VERTEX_SHADER\n"
2825 "#ifdef FRAGMENT_SHADER\n"
2828 "#ifdef USEDEFERREDLIGHTMAP\n"
2829 "float2 Pixel : WPOS,\n"
2831 "float4 gl_FrontColor : COLOR,\n"
2832 "float4 TexCoordBoth : TEXCOORD0,\n"
2833 "#ifdef USELIGHTMAP\n"
2834 "float2 TexCoordLightmap : TEXCOORD1,\n"
2836 "#ifdef USEEYEVECTOR\n"
2837 "float3 EyeVector : TEXCOORD2,\n"
2839 "#ifdef USEREFLECTION\n"
2840 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2843 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2845 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2846 "float3 LightVector : TEXCOORD5,\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "float3 CubeVector : TEXCOORD3,\n"
2851 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2852 "float4 ModelViewPosition : TEXCOORD0,\n"
2854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2855 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2856 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2857 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2859 "#ifdef USESHADOWMAPORTHO\n"
2860 "float3 ShadowMapTC : TEXCOORD8\n"
2863 "uniform sampler2D Texture_Normal,\n"
2864 "uniform sampler2D Texture_Color,\n"
2865 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2866 "uniform sampler2D Texture_Gloss,\n"
2869 "uniform sampler2D Texture_Glow,\n"
2871 "#ifdef USEVERTEXTEXTUREBLEND\n"
2872 "uniform sampler2D Texture_SecondaryNormal,\n"
2873 "uniform sampler2D Texture_SecondaryColor,\n"
2874 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2875 "uniform sampler2D Texture_SecondaryGloss,\n"
2878 "uniform sampler2D Texture_SecondaryGlow,\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform sampler2D Texture_Pants,\n"
2883 "uniform sampler2D Texture_Shirt,\n"
2886 "uniform sampler2D Texture_FogMask,\n"
2888 "#ifdef USELIGHTMAP\n"
2889 "uniform sampler2D Texture_Lightmap,\n"
2891 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2892 "uniform sampler2D Texture_Deluxemap,\n"
2894 "#ifdef USEREFLECTION\n"
2895 "uniform sampler2D Texture_Reflection,\n"
2898 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2899 "uniform sampler2D Texture_ScreenDepth,\n"
2900 "uniform sampler2D Texture_ScreenNormalMap,\n"
2902 "#ifdef USEDEFERREDLIGHTMAP\n"
2903 "uniform sampler2D Texture_ScreenDiffuse,\n"
2904 "uniform sampler2D Texture_ScreenSpecular,\n"
2907 "#ifdef USECOLORMAPPING\n"
2908 "uniform half3 Color_Pants,\n"
2909 "uniform half3 Color_Shirt,\n"
2912 "uniform float3 FogColor,\n"
2913 "uniform float FogRangeRecip,\n"
2914 "uniform float FogPlaneViewDist,\n"
2915 "uniform float FogHeightFade,\n"
2918 "#ifdef USEOFFSETMAPPING\n"
2919 "uniform float OffsetMapping_Scale,\n"
2922 "#ifdef USEDEFERREDLIGHTMAP\n"
2923 "uniform half2 PixelToScreenTexCoord,\n"
2924 "uniform half3 DeferredMod_Diffuse,\n"
2925 "uniform half3 DeferredMod_Specular,\n"
2927 "uniform half3 Color_Ambient,\n"
2928 "uniform half3 Color_Diffuse,\n"
2929 "uniform half3 Color_Specular,\n"
2930 "uniform half SpecularPower,\n"
2932 "uniform half3 Color_Glow,\n"
2934 "uniform half Alpha,\n"
2935 "#ifdef USEREFLECTION\n"
2936 "uniform float4 DistortScaleRefractReflect,\n"
2937 "uniform float4 ScreenScaleRefractReflect,\n"
2938 "uniform float4 ScreenCenterRefractReflect,\n"
2939 "uniform half4 ReflectColor,\n"
2941 "#ifdef USEREFLECTCUBE\n"
2942 "uniform float4x4 ModelToReflectCube,\n"
2943 "uniform sampler2D Texture_ReflectMask,\n"
2944 "uniform samplerCUBE Texture_ReflectCube,\n"
2946 "#ifdef MODE_LIGHTDIRECTION\n"
2947 "uniform half3 LightColor,\n"
2949 "#ifdef MODE_LIGHTSOURCE\n"
2950 "uniform half3 LightColor,\n"
2953 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2954 "uniform sampler2D Texture_Attenuation,\n"
2955 "uniform samplerCUBE Texture_Cube,\n"
2958 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2960 "#ifdef USESHADOWMAPRECT\n"
2961 "# ifdef USESHADOWSAMPLER\n"
2962 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2964 "uniform samplerRECT Texture_ShadowMapRect,\n"
2968 "#ifdef USESHADOWMAP2D\n"
2969 "# ifdef USESHADOWSAMPLER\n"
2970 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2972 "uniform sampler2D Texture_ShadowMap2D,\n"
2976 "#ifdef USESHADOWMAPVSDCT\n"
2977 "uniform samplerCUBE Texture_CubeProjection,\n"
2980 "#ifdef USESHADOWMAPCUBE\n"
2981 "# ifdef USESHADOWSAMPLER\n"
2982 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2984 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2988 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2989 "uniform float2 ShadowMap_TextureScale,\n"
2990 "uniform float4 ShadowMap_Parameters,\n"
2992 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2994 "out float4 gl_FragColor : COLOR\n"
2997 " float2 TexCoord = TexCoordBoth.xy;\n"
2998 "#ifdef USEVERTEXTEXTUREBLEND\n"
2999 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 " // apply offsetmapping\n"
3003 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3004 "#define TexCoord TexCoordOffset\n"
3007 " // combine the diffuse textures (base, pants, shirt)\n"
3008 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3009 "#ifdef USEALPHAKILL\n"
3010 " if (color.a < 0.5)\n"
3013 " color.a *= Alpha;\n"
3014 "#ifdef USECOLORMAPPING\n"
3015 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3017 "#ifdef USEVERTEXTEXTUREBLEND\n"
3018 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3019 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3020 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3021 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3023 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3026 " // get the surface normal\n"
3027 "#ifdef USEVERTEXTEXTUREBLEND\n"
3028 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3030 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3033 " // get the material colors\n"
3034 " half3 diffusetex = color.rgb;\n"
3035 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3036 "# ifdef USEVERTEXTEXTUREBLEND\n"
3037 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3039 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3043 "#ifdef USEREFLECTCUBE\n"
3044 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3045 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3046 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3047 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3053 "#ifdef MODE_LIGHTSOURCE\n"
3054 " // light source\n"
3055 "#ifdef USEDIFFUSE\n"
3056 " half3 lightnormal = half3(normalize(LightVector));\n"
3057 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3058 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3059 "#ifdef USESPECULAR\n"
3060 "#ifdef USEEXACTSPECULARMATH\n"
3061 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3063 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3064 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3066 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3069 " color.rgb = diffusetex * Color_Ambient;\n"
3071 " color.rgb *= LightColor;\n"
3072 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3073 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3074 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3075 "# if defined(USESHADOWMAP2D)\n"
3076 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3078 "# if defined(USESHADOWMAPRECT)\n"
3079 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3081 "# if defined(USESHADOWMAPCUBE)\n"
3082 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3085 "#ifdef USESHADOWMAPVSDCT\n"
3086 ", Texture_CubeProjection\n"
3091 "# ifdef USECUBEFILTER\n"
3092 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3094 "#endif // MODE_LIGHTSOURCE\n"
3099 "#ifdef MODE_LIGHTDIRECTION\n"
3101 "#ifdef USEDIFFUSE\n"
3102 " half3 lightnormal = half3(normalize(LightVector));\n"
3104 "#define lightcolor LightColor\n"
3105 "#endif // MODE_LIGHTDIRECTION\n"
3106 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3108 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3109 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3110 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 " // convert modelspace light vector to tangentspace\n"
3112 " half3 lightnormal;\n"
3113 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3114 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3115 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3116 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3117 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3118 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3119 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3120 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3121 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3122 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3123 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3124 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3125 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3126 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3127 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3129 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3130 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3131 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3137 "#ifdef MODE_LIGHTMAP\n"
3138 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3139 "#endif // MODE_LIGHTMAP\n"
3140 "#ifdef MODE_VERTEXCOLOR\n"
3141 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3142 "#endif // MODE_VERTEXCOLOR\n"
3143 "#ifdef MODE_FLATCOLOR\n"
3144 " color.rgb = diffusetex * Color_Ambient;\n"
3145 "#endif // MODE_FLATCOLOR\n"
3151 "# ifdef USEDIFFUSE\n"
3152 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3153 "# ifdef USESPECULAR\n"
3154 "# ifdef USEEXACTSPECULARMATH\n"
3155 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3157 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3158 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3160 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3162 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3165 " color.rgb = diffusetex * Color_Ambient;\n"
3169 "#ifdef USESHADOWMAPORTHO\n"
3170 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3171 "# if defined(USESHADOWMAP2D)\n"
3172 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3174 "# if defined(USESHADOWMAPRECT)\n"
3175 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3180 "#ifdef USEDEFERREDLIGHTMAP\n"
3181 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3182 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3183 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3187 "#ifdef USEVERTEXTEXTUREBLEND\n"
3188 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3190 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3195 "#ifdef MODE_LIGHTSOURCE\n"
3196 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3198 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3202 " // 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"
3203 "#ifdef USEREFLECTION\n"
3204 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3205 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3206 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3207 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3208 " // FIXME temporary hack to detect the case that the reflection\n"
3209 " // gets blackened at edges due to leaving the area that contains actual\n"
3211 " // Remove this 'ack once we have a better way to stop this thing from\n"
3213 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3214 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3216 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3217 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3218 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3221 " gl_FragColor = float4(color);\n"
3223 "#endif // FRAGMENT_SHADER\n"
3225 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3226 "#endif // !MODE_DEFERREDGEOMETRY\n"
3227 "#endif // !MODE_WATER\n"
3228 "#endif // !MODE_REFRACTION\n"
3229 "#endif // !MODE_BLOOMBLUR\n"
3230 "#endif // !MODE_GENERIC\n"
3231 "#endif // !MODE_POSTPROCESS\n"
3232 "#endif // !MODE_SHOWDEPTH\n"
3233 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3236 char *glslshaderstring = NULL;
3237 char *cgshaderstring = NULL;
3239 //=======================================================================================================================================================
3241 typedef struct shaderpermutationinfo_s
3243 const char *pretext;
3246 shaderpermutationinfo_t;
3248 typedef struct shadermodeinfo_s
3250 const char *vertexfilename;
3251 const char *geometryfilename;
3252 const char *fragmentfilename;
3253 const char *pretext;
3258 typedef enum shaderpermutation_e
3260 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3261 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3262 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3263 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3264 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3265 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3266 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3267 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3268 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3269 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3270 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3271 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3272 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3273 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3274 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3275 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3276 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3277 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3278 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3279 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3280 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3281 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3282 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3283 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3284 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3285 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3286 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3287 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3288 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3289 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3291 shaderpermutation_t;
3293 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3294 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3296 {"#define USEDIFFUSE\n", " diffuse"},
3297 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3298 {"#define USEVIEWTINT\n", " viewtint"},
3299 {"#define USECOLORMAPPING\n", " colormapping"},
3300 {"#define USESATURATION\n", " saturation"},
3301 {"#define USEFOGINSIDE\n", " foginside"},
3302 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3303 {"#define USEGAMMARAMPS\n", " gammaramps"},
3304 {"#define USECUBEFILTER\n", " cubefilter"},
3305 {"#define USEGLOW\n", " glow"},
3306 {"#define USEBLOOM\n", " bloom"},
3307 {"#define USESPECULAR\n", " specular"},
3308 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3309 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3310 {"#define USEREFLECTION\n", " reflection"},
3311 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3312 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3313 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3314 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3315 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3316 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3317 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3318 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3319 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3320 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3321 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3322 {"#define USEALPHAKILL\n", " alphakill"},
3323 {"#define USEREFLECTCUBE\n", " reflectcube"},
3326 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3327 typedef enum shadermode_e
3329 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3330 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3331 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3332 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3333 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3334 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3335 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3336 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3337 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3338 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3339 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3340 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3341 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3342 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3343 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3348 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3349 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3351 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3352 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3353 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3354 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3355 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3356 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3357 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3358 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3359 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3360 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3361 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3362 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3363 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3364 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3365 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3369 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3371 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3372 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3373 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3374 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3375 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3376 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3377 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3378 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3379 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3380 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3381 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3382 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3383 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3384 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3385 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3389 struct r_glsl_permutation_s;
3390 typedef struct r_glsl_permutation_s
3392 /// hash lookup data
3393 struct r_glsl_permutation_s *hashnext;
3395 unsigned int permutation;
3397 /// indicates if we have tried compiling this permutation already
3399 /// 0 if compilation failed
3401 /// locations of detected uniforms in program object, or -1 if not found
3402 int loc_Texture_First;
3403 int loc_Texture_Second;
3404 int loc_Texture_GammaRamps;
3405 int loc_Texture_Normal;
3406 int loc_Texture_Color;
3407 int loc_Texture_Gloss;
3408 int loc_Texture_Glow;
3409 int loc_Texture_SecondaryNormal;
3410 int loc_Texture_SecondaryColor;
3411 int loc_Texture_SecondaryGloss;
3412 int loc_Texture_SecondaryGlow;
3413 int loc_Texture_Pants;
3414 int loc_Texture_Shirt;
3415 int loc_Texture_FogMask;
3416 int loc_Texture_Lightmap;
3417 int loc_Texture_Deluxemap;
3418 int loc_Texture_Attenuation;
3419 int loc_Texture_Cube;
3420 int loc_Texture_Refraction;
3421 int loc_Texture_Reflection;
3422 int loc_Texture_ShadowMapRect;
3423 int loc_Texture_ShadowMapCube;
3424 int loc_Texture_ShadowMap2D;
3425 int loc_Texture_CubeProjection;
3426 int loc_Texture_ScreenDepth;
3427 int loc_Texture_ScreenNormalMap;
3428 int loc_Texture_ScreenDiffuse;
3429 int loc_Texture_ScreenSpecular;
3430 int loc_Texture_ReflectMask;
3431 int loc_Texture_ReflectCube;
3433 int loc_BloomBlur_Parameters;
3435 int loc_Color_Ambient;
3436 int loc_Color_Diffuse;
3437 int loc_Color_Specular;
3439 int loc_Color_Pants;
3440 int loc_Color_Shirt;
3441 int loc_DeferredColor_Ambient;
3442 int loc_DeferredColor_Diffuse;
3443 int loc_DeferredColor_Specular;
3444 int loc_DeferredMod_Diffuse;
3445 int loc_DeferredMod_Specular;
3446 int loc_DistortScaleRefractReflect;
3447 int loc_EyePosition;
3449 int loc_FogHeightFade;
3451 int loc_FogPlaneViewDist;
3452 int loc_FogRangeRecip;
3455 int loc_LightPosition;
3456 int loc_OffsetMapping_Scale;
3458 int loc_ReflectColor;
3459 int loc_ReflectFactor;
3460 int loc_ReflectOffset;
3461 int loc_RefractColor;
3463 int loc_ScreenCenterRefractReflect;
3464 int loc_ScreenScaleRefractReflect;
3465 int loc_ScreenToDepth;
3466 int loc_ShadowMap_Parameters;
3467 int loc_ShadowMap_TextureScale;
3468 int loc_SpecularPower;
3473 int loc_ViewTintColor;
3474 int loc_ViewToLight;
3475 int loc_ModelToLight;
3477 int loc_BackgroundTexMatrix;
3478 int loc_ModelViewProjectionMatrix;
3479 int loc_ModelViewMatrix;
3480 int loc_PixelToScreenTexCoord;
3481 int loc_ModelToReflectCube;
3482 int loc_ShadowMapMatrix;
3484 r_glsl_permutation_t;
3486 #define SHADERPERMUTATION_HASHSIZE 256
3488 /// information about each possible shader permutation
3489 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3490 /// currently selected permutation
3491 r_glsl_permutation_t *r_glsl_permutation;
3492 /// storage for permutations linked in the hash table
3493 memexpandablearray_t r_glsl_permutationarray;
3495 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3497 //unsigned int hashdepth = 0;
3498 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3499 r_glsl_permutation_t *p;
3500 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3502 if (p->mode == mode && p->permutation == permutation)
3504 //if (hashdepth > 10)
3505 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3510 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3512 p->permutation = permutation;
3513 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3514 r_glsl_permutationhash[mode][hashindex] = p;
3515 //if (hashdepth > 10)
3516 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3520 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3523 if (!filename || !filename[0])
3525 if (!strcmp(filename, "glsl/default.glsl"))
3527 if (!glslshaderstring)
3529 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3530 if (glslshaderstring)
3531 Con_DPrintf("Loading shaders from file %s...\n", filename);
3533 glslshaderstring = (char *)builtinshaderstring;
3535 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3536 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3537 return shaderstring;
3539 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3542 if (printfromdisknotice)
3543 Con_DPrintf("from disk %s... ", filename);
3544 return shaderstring;
3546 return shaderstring;
3549 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3552 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3553 int vertstrings_count = 0;
3554 int geomstrings_count = 0;
3555 int fragstrings_count = 0;
3556 char *vertexstring, *geometrystring, *fragmentstring;
3557 const char *vertstrings_list[32+3];
3558 const char *geomstrings_list[32+3];
3559 const char *fragstrings_list[32+3];
3560 char permutationname[256];
3567 permutationname[0] = 0;
3568 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3569 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3570 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3572 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3574 // the first pretext is which type of shader to compile as
3575 // (later these will all be bound together as a program object)
3576 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3577 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3578 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3580 // the second pretext is the mode (for example a light source)
3581 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3582 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3583 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3584 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3586 // now add all the permutation pretexts
3587 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3589 if (permutation & (1<<i))
3591 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3592 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3593 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3594 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3598 // keep line numbers correct
3599 vertstrings_list[vertstrings_count++] = "\n";
3600 geomstrings_list[geomstrings_count++] = "\n";
3601 fragstrings_list[fragstrings_count++] = "\n";
3605 // now append the shader text itself
3606 vertstrings_list[vertstrings_count++] = vertexstring;
3607 geomstrings_list[geomstrings_count++] = geometrystring;
3608 fragstrings_list[fragstrings_count++] = fragmentstring;
3610 // if any sources were NULL, clear the respective list
3612 vertstrings_count = 0;
3613 if (!geometrystring)
3614 geomstrings_count = 0;
3615 if (!fragmentstring)
3616 fragstrings_count = 0;
3618 // compile the shader program
3619 if (vertstrings_count + geomstrings_count + fragstrings_count)
3620 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3624 qglUseProgramObjectARB(p->program);CHECKGLERROR
3625 // look up all the uniform variable names we care about, so we don't
3626 // have to look them up every time we set them
3628 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3629 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3630 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3631 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3632 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3633 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3634 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3635 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3636 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3637 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3638 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3639 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3640 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3641 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3642 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3643 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3644 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3645 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3646 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3647 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3648 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3649 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3650 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3651 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3652 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3653 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3654 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3655 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3656 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3657 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3658 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3659 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3660 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3661 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3662 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3663 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3664 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3665 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3666 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3667 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3668 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3669 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3670 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3671 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3672 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3673 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3674 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3675 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3676 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3677 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3678 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3679 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3680 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3681 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3682 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3683 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3684 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3685 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3686 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3687 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3688 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3689 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3690 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3691 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3692 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3693 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3694 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3695 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3696 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3697 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3698 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3699 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3700 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3701 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3702 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3703 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3704 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3705 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3706 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3707 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3708 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3709 // initialize the samplers to refer to the texture units we use
3710 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3711 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3712 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3713 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3714 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3715 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3716 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3717 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3718 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3719 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3720 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3721 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3722 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3723 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3724 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3725 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3726 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3727 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3728 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3729 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3730 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3731 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3732 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3733 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3734 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3735 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3736 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3737 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3738 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3739 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3741 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3744 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3748 Mem_Free(vertexstring);
3750 Mem_Free(geometrystring);
3752 Mem_Free(fragmentstring);
3755 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3757 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3758 if (r_glsl_permutation != perm)
3760 r_glsl_permutation = perm;
3761 if (!r_glsl_permutation->program)
3763 if (!r_glsl_permutation->compiled)
3764 R_GLSL_CompilePermutation(perm, mode, permutation);
3765 if (!r_glsl_permutation->program)
3767 // remove features until we find a valid permutation
3769 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3771 // reduce i more quickly whenever it would not remove any bits
3772 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3773 if (!(permutation & j))
3776 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3777 if (!r_glsl_permutation->compiled)
3778 R_GLSL_CompilePermutation(perm, mode, permutation);
3779 if (r_glsl_permutation->program)
3782 if (i >= SHADERPERMUTATION_COUNT)
3784 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3785 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3786 qglUseProgramObjectARB(0);CHECKGLERROR
3787 return; // no bit left to clear, entire mode is broken
3792 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3794 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3795 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3796 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3800 #include <Cg/cgGL.h>
3801 struct r_cg_permutation_s;
3802 typedef struct r_cg_permutation_s
3804 /// hash lookup data
3805 struct r_cg_permutation_s *hashnext;
3807 unsigned int permutation;
3809 /// indicates if we have tried compiling this permutation already
3811 /// 0 if compilation failed
3814 /// locations of detected parameters in programs, or NULL if not found
3815 CGparameter vp_EyePosition;
3816 CGparameter vp_FogPlane;
3817 CGparameter vp_LightDir;
3818 CGparameter vp_LightPosition;
3819 CGparameter vp_ModelToLight;
3820 CGparameter vp_TexMatrix;
3821 CGparameter vp_BackgroundTexMatrix;
3822 CGparameter vp_ModelViewProjectionMatrix;
3823 CGparameter vp_ModelViewMatrix;
3824 CGparameter vp_ShadowMapMatrix;
3826 CGparameter fp_Texture_First;
3827 CGparameter fp_Texture_Second;
3828 CGparameter fp_Texture_GammaRamps;
3829 CGparameter fp_Texture_Normal;
3830 CGparameter fp_Texture_Color;
3831 CGparameter fp_Texture_Gloss;
3832 CGparameter fp_Texture_Glow;
3833 CGparameter fp_Texture_SecondaryNormal;
3834 CGparameter fp_Texture_SecondaryColor;
3835 CGparameter fp_Texture_SecondaryGloss;
3836 CGparameter fp_Texture_SecondaryGlow;
3837 CGparameter fp_Texture_Pants;
3838 CGparameter fp_Texture_Shirt;
3839 CGparameter fp_Texture_FogMask;
3840 CGparameter fp_Texture_Lightmap;
3841 CGparameter fp_Texture_Deluxemap;
3842 CGparameter fp_Texture_Attenuation;
3843 CGparameter fp_Texture_Cube;
3844 CGparameter fp_Texture_Refraction;
3845 CGparameter fp_Texture_Reflection;
3846 CGparameter fp_Texture_ShadowMapRect;
3847 CGparameter fp_Texture_ShadowMapCube;
3848 CGparameter fp_Texture_ShadowMap2D;
3849 CGparameter fp_Texture_CubeProjection;
3850 CGparameter fp_Texture_ScreenDepth;
3851 CGparameter fp_Texture_ScreenNormalMap;
3852 CGparameter fp_Texture_ScreenDiffuse;
3853 CGparameter fp_Texture_ScreenSpecular;
3854 CGparameter fp_Texture_ReflectMask;
3855 CGparameter fp_Texture_ReflectCube;
3856 CGparameter fp_Alpha;
3857 CGparameter fp_BloomBlur_Parameters;
3858 CGparameter fp_ClientTime;
3859 CGparameter fp_Color_Ambient;
3860 CGparameter fp_Color_Diffuse;
3861 CGparameter fp_Color_Specular;
3862 CGparameter fp_Color_Glow;
3863 CGparameter fp_Color_Pants;
3864 CGparameter fp_Color_Shirt;
3865 CGparameter fp_DeferredColor_Ambient;
3866 CGparameter fp_DeferredColor_Diffuse;
3867 CGparameter fp_DeferredColor_Specular;
3868 CGparameter fp_DeferredMod_Diffuse;
3869 CGparameter fp_DeferredMod_Specular;
3870 CGparameter fp_DistortScaleRefractReflect;
3871 CGparameter fp_EyePosition;
3872 CGparameter fp_FogColor;
3873 CGparameter fp_FogHeightFade;
3874 CGparameter fp_FogPlane;
3875 CGparameter fp_FogPlaneViewDist;
3876 CGparameter fp_FogRangeRecip;
3877 CGparameter fp_LightColor;
3878 CGparameter fp_LightDir;
3879 CGparameter fp_LightPosition;
3880 CGparameter fp_OffsetMapping_Scale;
3881 CGparameter fp_PixelSize;
3882 CGparameter fp_ReflectColor;
3883 CGparameter fp_ReflectFactor;
3884 CGparameter fp_ReflectOffset;
3885 CGparameter fp_RefractColor;
3886 CGparameter fp_Saturation;
3887 CGparameter fp_ScreenCenterRefractReflect;
3888 CGparameter fp_ScreenScaleRefractReflect;
3889 CGparameter fp_ScreenToDepth;
3890 CGparameter fp_ShadowMap_Parameters;
3891 CGparameter fp_ShadowMap_TextureScale;
3892 CGparameter fp_SpecularPower;
3893 CGparameter fp_UserVec1;
3894 CGparameter fp_UserVec2;
3895 CGparameter fp_UserVec3;
3896 CGparameter fp_UserVec4;
3897 CGparameter fp_ViewTintColor;
3898 CGparameter fp_ViewToLight;
3899 CGparameter fp_PixelToScreenTexCoord;
3900 CGparameter fp_ModelToReflectCube;
3904 /// information about each possible shader permutation
3905 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3906 /// currently selected permutation
3907 r_cg_permutation_t *r_cg_permutation;
3908 /// storage for permutations linked in the hash table
3909 memexpandablearray_t r_cg_permutationarray;
3911 #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));}}
3913 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3915 //unsigned int hashdepth = 0;
3916 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3917 r_cg_permutation_t *p;
3918 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3920 if (p->mode == mode && p->permutation == permutation)
3922 //if (hashdepth > 10)
3923 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3928 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3930 p->permutation = permutation;
3931 p->hashnext = r_cg_permutationhash[mode][hashindex];
3932 r_cg_permutationhash[mode][hashindex] = p;
3933 //if (hashdepth > 10)
3934 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3938 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3941 if (!filename || !filename[0])
3943 if (!strcmp(filename, "cg/default.cg"))
3945 if (!cgshaderstring)
3947 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3949 Con_DPrintf("Loading shaders from file %s...\n", filename);
3951 cgshaderstring = (char *)builtincgshaderstring;
3953 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3954 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3955 return shaderstring;
3957 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3960 if (printfromdisknotice)
3961 Con_DPrintf("from disk %s... ", filename);
3962 return shaderstring;
3964 return shaderstring;
3967 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3969 // TODO: load or create .fp and .vp shader files
3972 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3975 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3976 int vertstrings_count = 0, vertstring_length = 0;
3977 int geomstrings_count = 0, geomstring_length = 0;
3978 int fragstrings_count = 0, fragstring_length = 0;
3980 char *vertexstring, *geometrystring, *fragmentstring;
3981 char *vertstring, *geomstring, *fragstring;
3982 const char *vertstrings_list[32+3];
3983 const char *geomstrings_list[32+3];
3984 const char *fragstrings_list[32+3];
3985 char permutationname[256];
3986 char cachename[256];
3987 CGprofile vertexProfile;
3988 CGprofile fragmentProfile;
3996 permutationname[0] = 0;
3998 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3999 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4000 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4002 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4003 strlcat(cachename, "cg/", sizeof(cachename));
4005 // the first pretext is which type of shader to compile as
4006 // (later these will all be bound together as a program object)
4007 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4008 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4009 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4011 // the second pretext is the mode (for example a light source)
4012 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4013 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4014 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4015 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4016 strlcat(cachename, modeinfo->name, sizeof(cachename));
4018 // now add all the permutation pretexts
4019 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4021 if (permutation & (1<<i))
4023 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4024 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4025 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4026 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4027 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4031 // keep line numbers correct
4032 vertstrings_list[vertstrings_count++] = "\n";
4033 geomstrings_list[geomstrings_count++] = "\n";
4034 fragstrings_list[fragstrings_count++] = "\n";
4038 // replace spaces in the cachename with _ characters
4039 for (i = 0;cachename[i];i++)
4040 if (cachename[i] == ' ')
4043 // now append the shader text itself
4044 vertstrings_list[vertstrings_count++] = vertexstring;
4045 geomstrings_list[geomstrings_count++] = geometrystring;
4046 fragstrings_list[fragstrings_count++] = fragmentstring;
4048 // if any sources were NULL, clear the respective list
4050 vertstrings_count = 0;
4051 if (!geometrystring)
4052 geomstrings_count = 0;
4053 if (!fragmentstring)
4054 fragstrings_count = 0;
4056 vertstring_length = 0;
4057 for (i = 0;i < vertstrings_count;i++)
4058 vertstring_length += strlen(vertstrings_list[i]);
4059 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4060 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4061 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4063 geomstring_length = 0;
4064 for (i = 0;i < geomstrings_count;i++)
4065 geomstring_length += strlen(geomstrings_list[i]);
4066 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4067 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4068 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4070 fragstring_length = 0;
4071 for (i = 0;i < fragstrings_count;i++)
4072 fragstring_length += strlen(fragstrings_list[i]);
4073 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4074 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4075 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4079 //vertexProfile = CG_PROFILE_ARBVP1;
4080 //fragmentProfile = CG_PROFILE_ARBFP1;
4081 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4082 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4083 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4084 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4085 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4088 // try to load the cached shader, or generate one
4089 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4091 // if caching failed, do a dynamic compile for now
4093 if (vertstring[0] && !p->vprogram)
4094 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4096 if (fragstring[0] && !p->fprogram)
4097 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4100 // look up all the uniform variable names we care about, so we don't
4101 // have to look them up every time we set them
4105 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4106 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4107 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4108 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4109 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4110 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4111 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4112 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4113 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4114 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4115 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4116 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4122 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4123 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4124 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4125 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4126 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4127 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4128 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4129 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4130 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4131 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4132 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4133 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4134 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4135 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4136 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4137 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4138 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4139 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4140 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4141 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4142 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4143 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4144 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4145 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4146 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4147 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4148 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4149 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4150 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4151 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4152 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4153 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4154 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4155 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4156 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4157 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4158 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4159 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4160 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4161 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4162 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4163 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4164 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4165 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4166 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4167 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4168 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4169 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4170 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4171 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4172 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4173 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4174 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4175 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4176 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4177 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4178 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4179 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4180 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4181 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4182 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4183 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4184 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4185 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4186 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4187 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4188 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4189 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4190 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4191 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4192 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4193 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4194 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4195 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4196 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4197 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4198 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4202 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4203 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4205 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4209 Mem_Free(vertstring);
4211 Mem_Free(geomstring);
4213 Mem_Free(fragstring);
4215 Mem_Free(vertexstring);
4217 Mem_Free(geometrystring);
4219 Mem_Free(fragmentstring);
4222 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4224 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4227 if (r_cg_permutation != perm)
4229 r_cg_permutation = perm;
4230 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4232 if (!r_cg_permutation->compiled)
4233 R_CG_CompilePermutation(perm, mode, permutation);
4234 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4236 // remove features until we find a valid permutation
4238 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4240 // reduce i more quickly whenever it would not remove any bits
4241 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4242 if (!(permutation & j))
4245 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4246 if (!r_cg_permutation->compiled)
4247 R_CG_CompilePermutation(perm, mode, permutation);
4248 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4251 if (i >= SHADERPERMUTATION_COUNT)
4253 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4254 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4255 return; // no bit left to clear, entire mode is broken
4261 if (r_cg_permutation->vprogram)
4263 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4264 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4269 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4272 if (r_cg_permutation->fprogram)
4274 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4275 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4280 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4285 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4286 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4287 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4290 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4292 cgGLSetTextureParameter(param, R_GetTexture(tex));
4293 cgGLEnableTextureParameter(param);
4297 void R_GLSL_Restart_f(void)
4299 unsigned int i, limit;
4300 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4301 Mem_Free(glslshaderstring);
4302 glslshaderstring = NULL;
4303 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4304 Mem_Free(cgshaderstring);
4305 cgshaderstring = NULL;
4306 switch(vid.renderpath)
4308 case RENDERPATH_GL20:
4310 r_glsl_permutation_t *p;
4311 r_glsl_permutation = NULL;
4312 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4313 for (i = 0;i < limit;i++)
4315 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4317 GL_Backend_FreeProgram(p->program);
4318 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4321 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4324 case RENDERPATH_CGGL:
4327 r_cg_permutation_t *p;
4328 r_cg_permutation = NULL;
4329 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4330 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4332 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4334 for (i = 0;i < limit;i++)
4336 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4339 cgDestroyProgram(p->vprogram);
4341 cgDestroyProgram(p->fprogram);
4342 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4345 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4349 case RENDERPATH_GL13:
4350 case RENDERPATH_GL11:
4355 void R_GLSL_DumpShader_f(void)
4360 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4363 FS_Print(file, "/* The engine may define the following macros:\n");
4364 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4365 for (i = 0;i < SHADERMODE_COUNT;i++)
4366 FS_Print(file, glslshadermodeinfo[i].pretext);
4367 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4368 FS_Print(file, shaderpermutationinfo[i].pretext);
4369 FS_Print(file, "*/\n");
4370 FS_Print(file, builtinshaderstring);
4372 Con_Printf("glsl/default.glsl written\n");
4375 Con_Printf("failed to write to glsl/default.glsl\n");
4378 file = FS_OpenRealFile("cg/default.cg", "w", false);
4381 FS_Print(file, "/* The engine may define the following macros:\n");
4382 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4383 for (i = 0;i < SHADERMODE_COUNT;i++)
4384 FS_Print(file, cgshadermodeinfo[i].pretext);
4385 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4386 FS_Print(file, shaderpermutationinfo[i].pretext);
4387 FS_Print(file, "*/\n");
4388 FS_Print(file, builtincgshaderstring);
4390 Con_Printf("cg/default.cg written\n");
4393 Con_Printf("failed to write to cg/default.cg\n");
4397 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4400 texturemode = GL_MODULATE;
4401 switch (vid.renderpath)
4403 case RENDERPATH_GL20:
4404 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))));
4405 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4406 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4408 case RENDERPATH_CGGL:
4411 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))));
4412 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4413 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4416 case RENDERPATH_GL13:
4417 R_Mesh_TexBind(0, first );
4418 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4419 R_Mesh_TexBind(1, second);
4421 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4423 case RENDERPATH_GL11:
4424 R_Mesh_TexBind(0, first );
4429 void R_SetupShader_DepthOrShadow(void)
4431 switch (vid.renderpath)
4433 case RENDERPATH_GL20:
4434 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4436 case RENDERPATH_CGGL:
4438 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4441 case RENDERPATH_GL13:
4442 R_Mesh_TexBind(0, 0);
4443 R_Mesh_TexBind(1, 0);
4445 case RENDERPATH_GL11:
4446 R_Mesh_TexBind(0, 0);
4451 void R_SetupShader_ShowDepth(void)
4453 switch (vid.renderpath)
4455 case RENDERPATH_GL20:
4456 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4458 case RENDERPATH_CGGL:
4460 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4463 case RENDERPATH_GL13:
4465 case RENDERPATH_GL11:
4470 extern qboolean r_shadow_usingdeferredprepass;
4471 extern cvar_t r_shadow_deferred_8bitrange;
4472 extern rtexture_t *r_shadow_attenuationgradienttexture;
4473 extern rtexture_t *r_shadow_attenuation2dtexture;
4474 extern rtexture_t *r_shadow_attenuation3dtexture;
4475 extern qboolean r_shadow_usingshadowmaprect;
4476 extern qboolean r_shadow_usingshadowmapcube;
4477 extern qboolean r_shadow_usingshadowmap2d;
4478 extern qboolean r_shadow_usingshadowmaportho;
4479 extern float r_shadow_shadowmap_texturescale[2];
4480 extern float r_shadow_shadowmap_parameters[4];
4481 extern qboolean r_shadow_shadowmapvsdct;
4482 extern qboolean r_shadow_shadowmapsampler;
4483 extern int r_shadow_shadowmappcf;
4484 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4485 extern rtexture_t *r_shadow_shadowmap2dtexture;
4486 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4487 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4488 extern matrix4x4_t r_shadow_shadowmapmatrix;
4489 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4490 extern int r_shadow_prepass_width;
4491 extern int r_shadow_prepass_height;
4492 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4493 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4494 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4495 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4496 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4498 // select a permutation of the lighting shader appropriate to this
4499 // combination of texture, entity, light source, and fogging, only use the
4500 // minimum features necessary to avoid wasting rendering time in the
4501 // fragment shader on features that are not being used
4502 unsigned int permutation = 0;
4503 unsigned int mode = 0;
4505 if (rsurfacepass == RSURFPASS_BACKGROUND)
4507 // distorted background
4508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4509 mode = SHADERMODE_WATER;
4511 mode = SHADERMODE_REFRACTION;
4512 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4514 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4515 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4516 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4517 R_Mesh_ColorPointer(NULL, 0, 0);
4518 GL_AlphaTest(false);
4519 GL_BlendFunc(GL_ONE, GL_ZERO);
4521 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4523 if (r_glsl_offsetmapping.integer)
4525 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4526 if (r_glsl_offsetmapping_reliefmapping.integer)
4527 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4529 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4530 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4531 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4532 permutation |= SHADERPERMUTATION_ALPHAKILL;
4533 // normalmap (deferred prepass), may use alpha test on diffuse
4534 mode = SHADERMODE_DEFERREDGEOMETRY;
4535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4537 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4538 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4539 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4541 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4542 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4543 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4546 GL_AlphaTest(false);
4547 GL_BlendFunc(GL_ONE, GL_ZERO);
4549 else if (rsurfacepass == RSURFPASS_RTLIGHT)
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 mode = SHADERMODE_LIGHTSOURCE;
4561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4562 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4563 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4564 permutation |= SHADERPERMUTATION_CUBEFILTER;
4565 if (diffusescale > 0)
4566 permutation |= SHADERPERMUTATION_DIFFUSE;
4567 if (specularscale > 0)
4569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4570 if (r_shadow_glossexact.integer)
4571 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4573 if (r_refdef.fogenabled)
4574 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4575 if (rsurface.texture->colormapping)
4576 permutation |= SHADERPERMUTATION_COLORMAPPING;
4577 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4579 if (r_shadow_usingshadowmaprect)
4580 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4581 if (r_shadow_usingshadowmap2d)
4582 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4583 if (r_shadow_usingshadowmapcube)
4584 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4585 else if(r_shadow_shadowmapvsdct)
4586 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4588 if (r_shadow_shadowmapsampler)
4589 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4590 if (r_shadow_shadowmappcf > 1)
4591 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4592 else if (r_shadow_shadowmappcf)
4593 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4595 if (rsurface.texture->reflectmasktexture)
4596 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4597 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4598 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4600 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4601 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4602 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4607 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4608 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4610 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4611 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4612 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4614 R_Mesh_ColorPointer(NULL, 0, 0);
4615 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4618 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4620 if (r_glsl_offsetmapping.integer)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623 if (r_glsl_offsetmapping_reliefmapping.integer)
4624 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 // unshaded geometry (fullbright or ambient model lighting)
4629 mode = SHADERMODE_FLATCOLOR;
4630 ambientscale = diffusescale = specularscale = 0;
4631 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4632 permutation |= SHADERPERMUTATION_GLOW;
4633 if (r_refdef.fogenabled)
4634 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4635 if (rsurface.texture->colormapping)
4636 permutation |= SHADERPERMUTATION_COLORMAPPING;
4637 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4639 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4640 if (r_shadow_usingshadowmaprect)
4641 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4642 if (r_shadow_usingshadowmap2d)
4643 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4645 if (r_shadow_shadowmapsampler)
4646 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4647 if (r_shadow_shadowmappcf > 1)
4648 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4649 else if (r_shadow_shadowmappcf)
4650 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4653 permutation |= SHADERPERMUTATION_REFLECTION;
4654 if (rsurface.texture->reflectmasktexture)
4655 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4656 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4657 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4659 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4660 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4665 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4666 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4667 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4669 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4670 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4671 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4673 R_Mesh_ColorPointer(NULL, 0, 0);
4674 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4675 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4677 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4679 if (r_glsl_offsetmapping.integer)
4681 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4682 if (r_glsl_offsetmapping_reliefmapping.integer)
4683 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4686 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4687 // directional model lighting
4688 mode = SHADERMODE_LIGHTDIRECTION;
4689 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4690 permutation |= SHADERPERMUTATION_GLOW;
4691 permutation |= SHADERPERMUTATION_DIFFUSE;
4692 if (specularscale > 0)
4694 permutation |= SHADERPERMUTATION_SPECULAR;
4695 if (r_shadow_glossexact.integer)
4696 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4698 if (r_refdef.fogenabled)
4699 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4700 if (rsurface.texture->colormapping)
4701 permutation |= SHADERPERMUTATION_COLORMAPPING;
4702 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4704 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4705 if (r_shadow_usingshadowmaprect)
4706 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4707 if (r_shadow_usingshadowmap2d)
4708 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4710 if (r_shadow_shadowmapsampler)
4711 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4712 if (r_shadow_shadowmappcf > 1)
4713 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4714 else if (r_shadow_shadowmappcf)
4715 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4717 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4718 permutation |= SHADERPERMUTATION_REFLECTION;
4719 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4720 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4721 if (rsurface.texture->reflectmasktexture)
4722 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4723 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4724 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4726 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4727 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4728 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4732 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4733 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4734 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4736 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4737 R_Mesh_ColorPointer(NULL, 0, 0);
4738 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4741 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4743 if (r_glsl_offsetmapping.integer)
4745 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4746 if (r_glsl_offsetmapping_reliefmapping.integer)
4747 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4750 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4751 // ambient model lighting
4752 mode = SHADERMODE_LIGHTDIRECTION;
4753 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4754 permutation |= SHADERPERMUTATION_GLOW;
4755 if (r_refdef.fogenabled)
4756 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4757 if (rsurface.texture->colormapping)
4758 permutation |= SHADERPERMUTATION_COLORMAPPING;
4759 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4761 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4762 if (r_shadow_usingshadowmaprect)
4763 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4764 if (r_shadow_usingshadowmap2d)
4765 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4767 if (r_shadow_shadowmapsampler)
4768 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4769 if (r_shadow_shadowmappcf > 1)
4770 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4771 else if (r_shadow_shadowmappcf)
4772 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4774 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4775 permutation |= SHADERPERMUTATION_REFLECTION;
4776 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4777 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4778 if (rsurface.texture->reflectmasktexture)
4779 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4780 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4781 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4783 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4784 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4785 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4789 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4790 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4791 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4793 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4794 R_Mesh_ColorPointer(NULL, 0, 0);
4795 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4796 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4800 if (r_glsl_offsetmapping.integer)
4802 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803 if (r_glsl_offsetmapping_reliefmapping.integer)
4804 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4807 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4810 permutation |= SHADERPERMUTATION_GLOW;
4811 if (r_refdef.fogenabled)
4812 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4813 if (rsurface.texture->colormapping)
4814 permutation |= SHADERPERMUTATION_COLORMAPPING;
4815 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4817 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4818 if (r_shadow_usingshadowmaprect)
4819 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820 if (r_shadow_usingshadowmap2d)
4821 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4823 if (r_shadow_shadowmapsampler)
4824 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4825 if (r_shadow_shadowmappcf > 1)
4826 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4827 else if (r_shadow_shadowmappcf)
4828 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4830 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4831 permutation |= SHADERPERMUTATION_REFLECTION;
4832 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4833 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4834 if (rsurface.texture->reflectmasktexture)
4835 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4838 // deluxemapping (light direction texture)
4839 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4840 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4842 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4843 permutation |= SHADERPERMUTATION_DIFFUSE;
4844 if (specularscale > 0)
4846 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4847 if (r_shadow_glossexact.integer)
4848 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4850 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4851 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4852 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4854 R_Mesh_ColorPointer(NULL, 0, 0);
4856 else if (r_glsl_deluxemapping.integer >= 2)
4858 // fake deluxemapping (uniform light direction in tangentspace)
4859 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4860 permutation |= SHADERPERMUTATION_DIFFUSE;
4861 if (specularscale > 0)
4863 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4864 if (r_shadow_glossexact.integer)
4865 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4867 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4868 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4869 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4871 R_Mesh_ColorPointer(NULL, 0, 0);
4873 else if (rsurface.uselightmaptexture)
4875 // ordinary lightmapping (q1bsp, q3bsp)
4876 mode = SHADERMODE_LIGHTMAP;
4877 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4878 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4879 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4881 R_Mesh_ColorPointer(NULL, 0, 0);
4885 // ordinary vertex coloring (q3bsp)
4886 mode = SHADERMODE_VERTEXCOLOR;
4887 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4890 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4891 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4893 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4894 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4895 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4899 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4900 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4901 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4903 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4904 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4906 switch(vid.renderpath)
4908 case RENDERPATH_GL20:
4909 R_SetupShader_SetPermutationGLSL(mode, permutation);
4910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4911 if (mode == SHADERMODE_LIGHTSOURCE)
4913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4916 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);
4917 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);
4918 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);
4920 // additive passes are only darkened by fog, not tinted
4921 if (r_glsl_permutation->loc_FogColor >= 0)
4922 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4923 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4927 if (mode == SHADERMODE_FLATCOLOR)
4929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4931 else if (mode == SHADERMODE_LIGHTDIRECTION)
4933 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]);
4934 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]);
4935 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);
4936 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);
4937 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);
4938 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]);
4939 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]);
4943 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]);
4944 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]);
4945 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);
4946 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);
4947 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);
4949 // additive passes are only darkened by fog, not tinted
4950 if (r_glsl_permutation->loc_FogColor >= 0)
4952 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4953 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4955 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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);
4958 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]);
4959 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]);
4960 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4961 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4962 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4963 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4964 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4966 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4967 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4968 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4969 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]);
4970 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]);
4972 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4973 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4974 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4975 if (r_glsl_permutation->loc_Color_Pants >= 0)
4977 if (rsurface.texture->pantstexture)
4978 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4980 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4982 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4984 if (rsurface.texture->shirttexture)
4985 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4987 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4989 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]);
4990 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4991 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4992 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4993 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4994 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]);
4995 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4997 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4998 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4999 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5000 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5001 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5002 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5003 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5004 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5005 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5006 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5007 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5008 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5009 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5010 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5011 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5012 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5013 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5014 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5015 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5016 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5017 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5018 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5019 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5020 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5021 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5022 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5024 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5025 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5026 if (rsurface.rtlight)
5028 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5029 if (r_shadow_usingshadowmapcube)
5030 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5031 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5036 case RENDERPATH_CGGL:
5038 R_SetupShader_SetPermutationCG(mode, permutation);
5039 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5040 if (mode == SHADERMODE_LIGHTSOURCE)
5042 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5043 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5047 if (mode == SHADERMODE_LIGHTDIRECTION)
5049 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
5052 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5053 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5054 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5055 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5056 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
5059 if (mode == SHADERMODE_LIGHTSOURCE)
5061 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5062 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5063 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
5064 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
5065 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
5067 // additive passes are only darkened by fog, not tinted
5068 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5069 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5073 if (mode == SHADERMODE_FLATCOLOR)
5075 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5077 else if (mode == SHADERMODE_LIGHTDIRECTION)
5079 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
5080 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
5081 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
5082 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
5083 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
5084 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
5085 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
5089 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
5090 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
5091 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
5092 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
5093 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
5095 // additive passes are only darkened by fog, not tinted
5096 if (r_cg_permutation->fp_FogColor)
5098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5099 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5101 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5104 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
5105 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
5106 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
5107 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5108 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5109 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5110 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5111 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5113 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
5114 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
5115 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5117 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5118 if (r_cg_permutation->fp_Color_Pants)
5120 if (rsurface.texture->pantstexture)
5121 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5123 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5126 if (r_cg_permutation->fp_Color_Shirt)
5128 if (rsurface.texture->shirttexture)
5129 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5131 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5134 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
5135 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5136 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5137 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5138 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5139 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
5140 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5142 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5143 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5144 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5145 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5146 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5147 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5148 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5149 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5150 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5151 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5152 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5153 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5154 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5155 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5156 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5157 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5158 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5159 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5160 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5167 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5169 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5171 if (rsurface.rtlight)
5173 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5174 if (r_shadow_usingshadowmapcube)
5175 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5183 case RENDERPATH_GL13:
5184 case RENDERPATH_GL11:
5189 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5191 // select a permutation of the lighting shader appropriate to this
5192 // combination of texture, entity, light source, and fogging, only use the
5193 // minimum features necessary to avoid wasting rendering time in the
5194 // fragment shader on features that are not being used
5195 unsigned int permutation = 0;
5196 unsigned int mode = 0;
5197 const float *lightcolorbase = rtlight->currentcolor;
5198 float ambientscale = rtlight->ambientscale;
5199 float diffusescale = rtlight->diffusescale;
5200 float specularscale = rtlight->specularscale;
5201 // this is the location of the light in view space
5202 vec3_t viewlightorigin;
5203 // this transforms from view space (camera) to light space (cubemap)
5204 matrix4x4_t viewtolight;
5205 matrix4x4_t lighttoview;
5206 float viewtolight16f[16];
5207 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5209 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5210 if (rtlight->currentcubemap != r_texture_whitecube)
5211 permutation |= SHADERPERMUTATION_CUBEFILTER;
5212 if (diffusescale > 0)
5213 permutation |= SHADERPERMUTATION_DIFFUSE;
5214 if (specularscale > 0)
5216 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5217 if (r_shadow_glossexact.integer)
5218 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5220 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5222 if (r_shadow_usingshadowmaprect)
5223 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5224 if (r_shadow_usingshadowmap2d)
5225 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5226 if (r_shadow_usingshadowmapcube)
5227 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5228 else if(r_shadow_shadowmapvsdct)
5229 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5231 if (r_shadow_shadowmapsampler)
5232 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5233 if (r_shadow_shadowmappcf > 1)
5234 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5235 else if (r_shadow_shadowmappcf)
5236 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5238 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5239 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5240 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5241 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5242 switch(vid.renderpath)
5244 case RENDERPATH_GL20:
5245 R_SetupShader_SetPermutationGLSL(mode, permutation);
5246 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5247 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5248 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);
5249 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);
5250 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);
5251 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]);
5252 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]);
5253 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));
5254 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]);
5255 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5257 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5258 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5259 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5260 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5261 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5262 if (r_shadow_usingshadowmapcube)
5263 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5264 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5265 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5267 case RENDERPATH_CGGL:
5269 R_SetupShader_SetPermutationCG(mode, permutation);
5270 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5271 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5272 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
5273 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
5274 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
5275 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
5276 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
5277 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
5278 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
5279 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5286 if (r_shadow_usingshadowmapcube)
5287 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5292 case RENDERPATH_GL13:
5293 case RENDERPATH_GL11:
5298 #define SKINFRAME_HASH 1024
5302 int loadsequence; // incremented each level change
5303 memexpandablearray_t array;
5304 skinframe_t *hash[SKINFRAME_HASH];
5307 r_skinframe_t r_skinframe;
5309 void R_SkinFrame_PrepareForPurge(void)
5311 r_skinframe.loadsequence++;
5312 // wrap it without hitting zero
5313 if (r_skinframe.loadsequence >= 200)
5314 r_skinframe.loadsequence = 1;
5317 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5321 // mark the skinframe as used for the purging code
5322 skinframe->loadsequence = r_skinframe.loadsequence;
5325 void R_SkinFrame_Purge(void)
5329 for (i = 0;i < SKINFRAME_HASH;i++)
5331 for (s = r_skinframe.hash[i];s;s = s->next)
5333 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5335 if (s->merged == s->base)
5337 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5338 R_PurgeTexture(s->stain );s->stain = NULL;
5339 R_PurgeTexture(s->merged);s->merged = NULL;
5340 R_PurgeTexture(s->base );s->base = NULL;
5341 R_PurgeTexture(s->pants );s->pants = NULL;
5342 R_PurgeTexture(s->shirt );s->shirt = NULL;
5343 R_PurgeTexture(s->nmap );s->nmap = NULL;
5344 R_PurgeTexture(s->gloss );s->gloss = NULL;
5345 R_PurgeTexture(s->glow );s->glow = NULL;
5346 R_PurgeTexture(s->fog );s->fog = NULL;
5347 R_PurgeTexture(s->reflect);s->reflect = NULL;
5348 s->loadsequence = 0;
5354 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5356 char basename[MAX_QPATH];
5358 Image_StripImageExtension(name, basename, sizeof(basename));
5360 if( last == NULL ) {
5362 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5363 item = r_skinframe.hash[hashindex];
5368 // linearly search through the hash bucket
5369 for( ; item ; item = item->next ) {
5370 if( !strcmp( item->basename, basename ) ) {
5377 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5381 char basename[MAX_QPATH];
5383 Image_StripImageExtension(name, basename, sizeof(basename));
5385 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5386 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5387 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5391 rtexture_t *dyntexture;
5392 // check whether its a dynamic texture
5393 dyntexture = CL_GetDynTexture( basename );
5394 if (!add && !dyntexture)
5396 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5397 memset(item, 0, sizeof(*item));
5398 strlcpy(item->basename, basename, sizeof(item->basename));
5399 item->base = dyntexture; // either NULL or dyntexture handle
5400 item->textureflags = textureflags;
5401 item->comparewidth = comparewidth;
5402 item->compareheight = compareheight;
5403 item->comparecrc = comparecrc;
5404 item->next = r_skinframe.hash[hashindex];
5405 r_skinframe.hash[hashindex] = item;
5407 else if( item->base == NULL )
5409 rtexture_t *dyntexture;
5410 // check whether its a dynamic texture
5411 // 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]
5412 dyntexture = CL_GetDynTexture( basename );
5413 item->base = dyntexture; // either NULL or dyntexture handle
5416 R_SkinFrame_MarkUsed(item);
5420 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5422 unsigned long long avgcolor[5], wsum; \
5430 for(pix = 0; pix < cnt; ++pix) \
5433 for(comp = 0; comp < 3; ++comp) \
5435 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5438 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5440 for(comp = 0; comp < 3; ++comp) \
5441 avgcolor[comp] += getpixel * w; \
5444 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5445 avgcolor[4] += getpixel; \
5447 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5449 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5450 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5451 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5452 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5455 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5458 unsigned char *pixels;
5459 unsigned char *bumppixels;
5460 unsigned char *basepixels = NULL;
5461 int basepixels_width = 0;
5462 int basepixels_height = 0;
5463 skinframe_t *skinframe;
5464 rtexture_t *ddsbase = NULL;
5465 qboolean ddshasalpha = false;
5466 float ddsavgcolor[4];
5467 char basename[MAX_QPATH];
5469 if (cls.state == ca_dedicated)
5472 // return an existing skinframe if already loaded
5473 // if loading of the first image fails, don't make a new skinframe as it
5474 // would cause all future lookups of this to be missing
5475 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5476 if (skinframe && skinframe->base)
5479 Image_StripImageExtension(name, basename, sizeof(basename));
5481 // check for DDS texture file first
5482 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5484 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5485 if (basepixels == NULL)
5489 if (developer_loading.integer)
5490 Con_Printf("loading skin \"%s\"\n", name);
5492 // we've got some pixels to store, so really allocate this new texture now
5494 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5495 skinframe->stain = NULL;
5496 skinframe->merged = NULL;
5497 skinframe->base = NULL;
5498 skinframe->pants = NULL;
5499 skinframe->shirt = NULL;
5500 skinframe->nmap = NULL;
5501 skinframe->gloss = NULL;
5502 skinframe->glow = NULL;
5503 skinframe->fog = NULL;
5504 skinframe->reflect = NULL;
5505 skinframe->hasalpha = false;
5509 skinframe->base = ddsbase;
5510 skinframe->hasalpha = ddshasalpha;
5511 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5512 if (r_loadfog && skinframe->hasalpha)
5513 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5514 //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]);
5518 basepixels_width = image_width;
5519 basepixels_height = image_height;
5520 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);
5521 if (textureflags & TEXF_ALPHA)
5523 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5525 if (basepixels[j] < 255)
5527 skinframe->hasalpha = true;
5531 if (r_loadfog && skinframe->hasalpha)
5533 // has transparent pixels
5534 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5535 for (j = 0;j < image_width * image_height * 4;j += 4)
5540 pixels[j+3] = basepixels[j+3];
5542 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);
5546 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5547 //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]);
5548 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5549 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5550 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5551 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5556 if (r_loadnormalmap)
5557 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5558 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5560 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5561 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5562 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5563 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5566 // _norm is the name used by tenebrae and has been adopted as standard
5567 if (r_loadnormalmap && skinframe->nmap == NULL)
5569 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5571 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);
5575 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5577 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5578 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5579 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);
5581 Mem_Free(bumppixels);
5583 else if (r_shadow_bumpscale_basetexture.value > 0)
5585 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5586 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5587 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);
5590 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5591 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5594 // _luma is supported only for tenebrae compatibility
5595 // _glow is the preferred name
5596 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5598 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);
5599 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5600 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5601 Mem_Free(pixels);pixels = NULL;
5604 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5606 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);
5607 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5608 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5613 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5615 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);
5616 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5617 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5622 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5624 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);
5625 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5626 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5631 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5633 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5634 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5635 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5641 Mem_Free(basepixels);
5646 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5647 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5650 unsigned char *temp1, *temp2;
5651 skinframe_t *skinframe;
5653 if (cls.state == ca_dedicated)
5656 // if already loaded just return it, otherwise make a new skinframe
5657 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5658 if (skinframe && skinframe->base)
5661 skinframe->stain = NULL;
5662 skinframe->merged = NULL;
5663 skinframe->base = NULL;
5664 skinframe->pants = NULL;
5665 skinframe->shirt = NULL;
5666 skinframe->nmap = NULL;
5667 skinframe->gloss = NULL;
5668 skinframe->glow = NULL;
5669 skinframe->fog = NULL;
5670 skinframe->reflect = NULL;
5671 skinframe->hasalpha = false;
5673 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5677 if (developer_loading.integer)
5678 Con_Printf("loading 32bit skin \"%s\"\n", name);
5680 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5682 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5683 temp2 = temp1 + width * height * 4;
5684 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5685 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5688 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5689 if (textureflags & TEXF_ALPHA)
5691 for (i = 3;i < width * height * 4;i += 4)
5693 if (skindata[i] < 255)
5695 skinframe->hasalpha = true;
5699 if (r_loadfog && skinframe->hasalpha)
5701 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5702 memcpy(fogpixels, skindata, width * height * 4);
5703 for (i = 0;i < width * height * 4;i += 4)
5704 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5705 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5706 Mem_Free(fogpixels);
5710 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5711 //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]);
5716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5720 skinframe_t *skinframe;
5722 if (cls.state == ca_dedicated)
5725 // if already loaded just return it, otherwise make a new skinframe
5726 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5727 if (skinframe && skinframe->base)
5730 skinframe->stain = NULL;
5731 skinframe->merged = NULL;
5732 skinframe->base = NULL;
5733 skinframe->pants = NULL;
5734 skinframe->shirt = NULL;
5735 skinframe->nmap = NULL;
5736 skinframe->gloss = NULL;
5737 skinframe->glow = NULL;
5738 skinframe->fog = NULL;
5739 skinframe->reflect = NULL;
5740 skinframe->hasalpha = false;
5742 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5746 if (developer_loading.integer)
5747 Con_Printf("loading quake skin \"%s\"\n", name);
5749 // 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)
5750 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5751 memcpy(skinframe->qpixels, skindata, width*height);
5752 skinframe->qwidth = width;
5753 skinframe->qheight = height;
5756 for (i = 0;i < width * height;i++)
5757 featuresmask |= palette_featureflags[skindata[i]];
5759 skinframe->hasalpha = false;
5760 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5761 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5762 skinframe->qgeneratemerged = true;
5763 skinframe->qgeneratebase = skinframe->qhascolormapping;
5764 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5766 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5767 //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]);
5772 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5776 unsigned char *skindata;
5778 if (!skinframe->qpixels)
5781 if (!skinframe->qhascolormapping)
5782 colormapped = false;
5786 if (!skinframe->qgeneratebase)
5791 if (!skinframe->qgeneratemerged)
5795 width = skinframe->qwidth;
5796 height = skinframe->qheight;
5797 skindata = skinframe->qpixels;
5799 if (skinframe->qgeneratenmap)
5801 unsigned char *temp1, *temp2;
5802 skinframe->qgeneratenmap = false;
5803 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5804 temp2 = temp1 + width * height * 4;
5805 // use either a custom palette or the quake palette
5806 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5807 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5808 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5812 if (skinframe->qgenerateglow)
5814 skinframe->qgenerateglow = false;
5815 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5820 skinframe->qgeneratebase = false;
5821 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);
5822 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5823 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5827 skinframe->qgeneratemerged = false;
5828 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5831 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5833 Mem_Free(skinframe->qpixels);
5834 skinframe->qpixels = NULL;
5838 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)
5841 skinframe_t *skinframe;
5843 if (cls.state == ca_dedicated)
5846 // if already loaded just return it, otherwise make a new skinframe
5847 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5848 if (skinframe && skinframe->base)
5851 skinframe->stain = NULL;
5852 skinframe->merged = NULL;
5853 skinframe->base = NULL;
5854 skinframe->pants = NULL;
5855 skinframe->shirt = NULL;
5856 skinframe->nmap = NULL;
5857 skinframe->gloss = NULL;
5858 skinframe->glow = NULL;
5859 skinframe->fog = NULL;
5860 skinframe->reflect = NULL;
5861 skinframe->hasalpha = false;
5863 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5867 if (developer_loading.integer)
5868 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5870 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5871 if (textureflags & TEXF_ALPHA)
5873 for (i = 0;i < width * height;i++)
5875 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5877 skinframe->hasalpha = true;
5881 if (r_loadfog && skinframe->hasalpha)
5882 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5885 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5886 //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]);
5891 skinframe_t *R_SkinFrame_LoadMissing(void)
5893 skinframe_t *skinframe;
5895 if (cls.state == ca_dedicated)
5898 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5899 skinframe->stain = NULL;
5900 skinframe->merged = NULL;
5901 skinframe->base = NULL;
5902 skinframe->pants = NULL;
5903 skinframe->shirt = NULL;
5904 skinframe->nmap = NULL;
5905 skinframe->gloss = NULL;
5906 skinframe->glow = NULL;
5907 skinframe->fog = NULL;
5908 skinframe->reflect = NULL;
5909 skinframe->hasalpha = false;
5911 skinframe->avgcolor[0] = rand() / RAND_MAX;
5912 skinframe->avgcolor[1] = rand() / RAND_MAX;
5913 skinframe->avgcolor[2] = rand() / RAND_MAX;
5914 skinframe->avgcolor[3] = 1;
5919 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5920 typedef struct suffixinfo_s
5923 qboolean flipx, flipy, flipdiagonal;
5926 static suffixinfo_t suffix[3][6] =
5929 {"px", false, false, false},
5930 {"nx", false, false, false},
5931 {"py", false, false, false},
5932 {"ny", false, false, false},
5933 {"pz", false, false, false},
5934 {"nz", false, false, false}
5937 {"posx", false, false, false},
5938 {"negx", false, false, false},
5939 {"posy", false, false, false},
5940 {"negy", false, false, false},
5941 {"posz", false, false, false},
5942 {"negz", false, false, false}
5945 {"rt", true, false, true},
5946 {"lf", false, true, true},
5947 {"ft", true, true, false},
5948 {"bk", false, false, false},
5949 {"up", true, false, true},
5950 {"dn", true, false, true}
5954 static int componentorder[4] = {0, 1, 2, 3};
5956 rtexture_t *R_LoadCubemap(const char *basename)
5958 int i, j, cubemapsize;
5959 unsigned char *cubemappixels, *image_buffer;
5960 rtexture_t *cubemaptexture;
5962 // must start 0 so the first loadimagepixels has no requested width/height
5964 cubemappixels = NULL;
5965 cubemaptexture = NULL;
5966 // keep trying different suffix groups (posx, px, rt) until one loads
5967 for (j = 0;j < 3 && !cubemappixels;j++)
5969 // load the 6 images in the suffix group
5970 for (i = 0;i < 6;i++)
5972 // generate an image name based on the base and and suffix
5973 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5975 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5977 // an image loaded, make sure width and height are equal
5978 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5980 // if this is the first image to load successfully, allocate the cubemap memory
5981 if (!cubemappixels && image_width >= 1)
5983 cubemapsize = image_width;
5984 // note this clears to black, so unavailable sides are black
5985 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5987 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5989 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5992 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5994 Mem_Free(image_buffer);
5998 // if a cubemap loaded, upload it
6001 if (developer_loading.integer)
6002 Con_Printf("loading cubemap \"%s\"\n", basename);
6004 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6005 Mem_Free(cubemappixels);
6009 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6010 if (developer_loading.integer)
6012 Con_Printf("(tried tried images ");
6013 for (j = 0;j < 3;j++)
6014 for (i = 0;i < 6;i++)
6015 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6016 Con_Print(" and was unable to find any of them).\n");
6019 return cubemaptexture;
6022 rtexture_t *R_GetCubemap(const char *basename)
6025 for (i = 0;i < r_texture_numcubemaps;i++)
6026 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6027 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6028 if (i >= MAX_CUBEMAPS)
6029 return r_texture_whitecube;
6030 r_texture_numcubemaps++;
6031 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6032 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6033 return r_texture_cubemaps[i].texture;
6036 void R_FreeCubemaps(void)
6039 for (i = 0;i < r_texture_numcubemaps;i++)
6041 if (developer_loading.integer)
6042 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6043 if (r_texture_cubemaps[i].texture)
6044 R_FreeTexture(r_texture_cubemaps[i].texture);
6046 r_texture_numcubemaps = 0;
6049 void R_Main_FreeViewCache(void)
6051 if (r_refdef.viewcache.entityvisible)
6052 Mem_Free(r_refdef.viewcache.entityvisible);
6053 if (r_refdef.viewcache.world_pvsbits)
6054 Mem_Free(r_refdef.viewcache.world_pvsbits);
6055 if (r_refdef.viewcache.world_leafvisible)
6056 Mem_Free(r_refdef.viewcache.world_leafvisible);
6057 if (r_refdef.viewcache.world_surfacevisible)
6058 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6059 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6062 void R_Main_ResizeViewCache(void)
6064 int numentities = r_refdef.scene.numentities;
6065 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6066 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6067 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6068 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6069 if (r_refdef.viewcache.maxentities < numentities)
6071 r_refdef.viewcache.maxentities = numentities;
6072 if (r_refdef.viewcache.entityvisible)
6073 Mem_Free(r_refdef.viewcache.entityvisible);
6074 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6076 if (r_refdef.viewcache.world_numclusters != numclusters)
6078 r_refdef.viewcache.world_numclusters = numclusters;
6079 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6080 if (r_refdef.viewcache.world_pvsbits)
6081 Mem_Free(r_refdef.viewcache.world_pvsbits);
6082 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6084 if (r_refdef.viewcache.world_numleafs != numleafs)
6086 r_refdef.viewcache.world_numleafs = numleafs;
6087 if (r_refdef.viewcache.world_leafvisible)
6088 Mem_Free(r_refdef.viewcache.world_leafvisible);
6089 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6091 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6093 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6094 if (r_refdef.viewcache.world_surfacevisible)
6095 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6096 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6100 extern rtexture_t *loadingscreentexture;
6101 void gl_main_start(void)
6103 loadingscreentexture = NULL;
6104 r_texture_blanknormalmap = NULL;
6105 r_texture_white = NULL;
6106 r_texture_grey128 = NULL;
6107 r_texture_black = NULL;
6108 r_texture_whitecube = NULL;
6109 r_texture_normalizationcube = NULL;
6110 r_texture_fogattenuation = NULL;
6111 r_texture_gammaramps = NULL;
6112 r_texture_numcubemaps = 0;
6114 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6115 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6117 switch(vid.renderpath)
6119 case RENDERPATH_GL20:
6120 case RENDERPATH_CGGL:
6121 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6122 Cvar_SetValueQuick(&gl_combine, 1);
6123 Cvar_SetValueQuick(&r_glsl, 1);
6124 r_loadnormalmap = true;
6128 case RENDERPATH_GL13:
6129 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6130 Cvar_SetValueQuick(&gl_combine, 1);
6131 Cvar_SetValueQuick(&r_glsl, 0);
6132 r_loadnormalmap = false;
6133 r_loadgloss = false;
6136 case RENDERPATH_GL11:
6137 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138 Cvar_SetValueQuick(&gl_combine, 0);
6139 Cvar_SetValueQuick(&r_glsl, 0);
6140 r_loadnormalmap = false;
6141 r_loadgloss = false;
6147 R_FrameData_Reset();
6151 memset(r_queries, 0, sizeof(r_queries));
6153 r_qwskincache = NULL;
6154 r_qwskincache_size = 0;
6156 // set up r_skinframe loading system for textures
6157 memset(&r_skinframe, 0, sizeof(r_skinframe));
6158 r_skinframe.loadsequence = 1;
6159 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6161 r_main_texturepool = R_AllocTexturePool();
6162 R_BuildBlankTextures();
6164 if (vid.support.arb_texture_cube_map)
6167 R_BuildNormalizationCube();
6169 r_texture_fogattenuation = NULL;
6170 r_texture_gammaramps = NULL;
6171 //r_texture_fogintensity = NULL;
6172 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6173 memset(&r_waterstate, 0, sizeof(r_waterstate));
6174 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6175 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6176 glslshaderstring = NULL;
6178 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6179 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6180 cgshaderstring = NULL;
6182 memset(&r_svbsp, 0, sizeof (r_svbsp));
6184 r_refdef.fogmasktable_density = 0;
6187 void gl_main_shutdown(void)
6190 R_FrameData_Reset();
6192 R_Main_FreeViewCache();
6195 qglDeleteQueriesARB(r_maxqueries, r_queries);
6199 memset(r_queries, 0, sizeof(r_queries));
6201 r_qwskincache = NULL;
6202 r_qwskincache_size = 0;
6204 // clear out the r_skinframe state
6205 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6206 memset(&r_skinframe, 0, sizeof(r_skinframe));
6209 Mem_Free(r_svbsp.nodes);
6210 memset(&r_svbsp, 0, sizeof (r_svbsp));
6211 R_FreeTexturePool(&r_main_texturepool);
6212 loadingscreentexture = NULL;
6213 r_texture_blanknormalmap = NULL;
6214 r_texture_white = NULL;
6215 r_texture_grey128 = NULL;
6216 r_texture_black = NULL;
6217 r_texture_whitecube = NULL;
6218 r_texture_normalizationcube = NULL;
6219 r_texture_fogattenuation = NULL;
6220 r_texture_gammaramps = NULL;
6221 r_texture_numcubemaps = 0;
6222 //r_texture_fogintensity = NULL;
6223 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6224 memset(&r_waterstate, 0, sizeof(r_waterstate));
6228 extern void CL_ParseEntityLump(char *entitystring);
6229 void gl_main_newmap(void)
6231 // FIXME: move this code to client
6233 char *entities, entname[MAX_QPATH];
6235 Mem_Free(r_qwskincache);
6236 r_qwskincache = NULL;
6237 r_qwskincache_size = 0;
6240 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6241 l = (int)strlen(entname) - 4;
6242 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6244 memcpy(entname + l, ".ent", 5);
6245 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6247 CL_ParseEntityLump(entities);
6252 if (cl.worldmodel->brush.entities)
6253 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6255 R_Main_FreeViewCache();
6257 R_FrameData_Reset();
6260 void GL_Main_Init(void)
6262 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6264 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6265 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6266 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6267 if (gamemode == GAME_NEHAHRA)
6269 Cvar_RegisterVariable (&gl_fogenable);
6270 Cvar_RegisterVariable (&gl_fogdensity);
6271 Cvar_RegisterVariable (&gl_fogred);
6272 Cvar_RegisterVariable (&gl_foggreen);
6273 Cvar_RegisterVariable (&gl_fogblue);
6274 Cvar_RegisterVariable (&gl_fogstart);
6275 Cvar_RegisterVariable (&gl_fogend);
6276 Cvar_RegisterVariable (&gl_skyclip);
6278 Cvar_RegisterVariable(&r_motionblur);
6279 Cvar_RegisterVariable(&r_motionblur_maxblur);
6280 Cvar_RegisterVariable(&r_motionblur_bmin);
6281 Cvar_RegisterVariable(&r_motionblur_vmin);
6282 Cvar_RegisterVariable(&r_motionblur_vmax);
6283 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6284 Cvar_RegisterVariable(&r_motionblur_randomize);
6285 Cvar_RegisterVariable(&r_damageblur);
6286 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6287 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6288 Cvar_RegisterVariable(&r_equalize_entities_by);
6289 Cvar_RegisterVariable(&r_equalize_entities_to);
6290 Cvar_RegisterVariable(&r_depthfirst);
6291 Cvar_RegisterVariable(&r_useinfinitefarclip);
6292 Cvar_RegisterVariable(&r_farclip_base);
6293 Cvar_RegisterVariable(&r_farclip_world);
6294 Cvar_RegisterVariable(&r_nearclip);
6295 Cvar_RegisterVariable(&r_showbboxes);
6296 Cvar_RegisterVariable(&r_showsurfaces);
6297 Cvar_RegisterVariable(&r_showtris);
6298 Cvar_RegisterVariable(&r_shownormals);
6299 Cvar_RegisterVariable(&r_showlighting);
6300 Cvar_RegisterVariable(&r_showshadowvolumes);
6301 Cvar_RegisterVariable(&r_showcollisionbrushes);
6302 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6303 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6304 Cvar_RegisterVariable(&r_showdisabledepthtest);
6305 Cvar_RegisterVariable(&r_drawportals);
6306 Cvar_RegisterVariable(&r_drawentities);
6307 Cvar_RegisterVariable(&r_cullentities_trace);
6308 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6309 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6310 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6311 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6312 Cvar_RegisterVariable(&r_drawviewmodel);
6313 Cvar_RegisterVariable(&r_speeds);
6314 Cvar_RegisterVariable(&r_fullbrights);
6315 Cvar_RegisterVariable(&r_wateralpha);
6316 Cvar_RegisterVariable(&r_dynamic);
6317 Cvar_RegisterVariable(&r_fullbright);
6318 Cvar_RegisterVariable(&r_shadows);
6319 Cvar_RegisterVariable(&r_shadows_darken);
6320 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6321 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6322 Cvar_RegisterVariable(&r_shadows_throwdistance);
6323 Cvar_RegisterVariable(&r_shadows_throwdirection);
6324 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6325 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6326 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6327 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6328 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6329 Cvar_RegisterVariable(&r_fog_exp2);
6330 Cvar_RegisterVariable(&r_drawfog);
6331 Cvar_RegisterVariable(&r_transparentdepthmasking);
6332 Cvar_RegisterVariable(&r_texture_dds_load);
6333 Cvar_RegisterVariable(&r_texture_dds_save);
6334 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6335 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6336 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6337 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6338 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6339 Cvar_RegisterVariable(&r_textureunits);
6340 Cvar_RegisterVariable(&gl_combine);
6341 Cvar_RegisterVariable(&r_glsl);
6342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6344 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6345 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6346 Cvar_RegisterVariable(&r_glsl_postprocess);
6347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6351 Cvar_RegisterVariable(&r_water);
6352 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6353 Cvar_RegisterVariable(&r_water_clippingplanebias);
6354 Cvar_RegisterVariable(&r_water_refractdistort);
6355 Cvar_RegisterVariable(&r_water_reflectdistort);
6356 Cvar_RegisterVariable(&r_lerpsprites);
6357 Cvar_RegisterVariable(&r_lerpmodels);
6358 Cvar_RegisterVariable(&r_lerplightstyles);
6359 Cvar_RegisterVariable(&r_waterscroll);
6360 Cvar_RegisterVariable(&r_bloom);
6361 Cvar_RegisterVariable(&r_bloom_colorscale);
6362 Cvar_RegisterVariable(&r_bloom_brighten);
6363 Cvar_RegisterVariable(&r_bloom_blur);
6364 Cvar_RegisterVariable(&r_bloom_resolution);
6365 Cvar_RegisterVariable(&r_bloom_colorexponent);
6366 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6367 Cvar_RegisterVariable(&r_hdr);
6368 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6369 Cvar_RegisterVariable(&r_hdr_glowintensity);
6370 Cvar_RegisterVariable(&r_hdr_range);
6371 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6372 Cvar_RegisterVariable(&developer_texturelogging);
6373 Cvar_RegisterVariable(&gl_lightmaps);
6374 Cvar_RegisterVariable(&r_test);
6375 Cvar_RegisterVariable(&r_batchmode);
6376 Cvar_RegisterVariable(&r_glsl_saturation);
6377 Cvar_RegisterVariable(&r_framedatasize);
6378 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6379 Cvar_SetValue("r_fullbrights", 0);
6380 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6382 Cvar_RegisterVariable(&r_track_sprites);
6383 Cvar_RegisterVariable(&r_track_sprites_flags);
6384 Cvar_RegisterVariable(&r_track_sprites_scalew);
6385 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6386 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6387 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6390 extern void R_Textures_Init(void);
6391 extern void GL_Draw_Init(void);
6392 extern void GL_Main_Init(void);
6393 extern void R_Shadow_Init(void);
6394 extern void R_Sky_Init(void);
6395 extern void GL_Surf_Init(void);
6396 extern void R_Particles_Init(void);
6397 extern void R_Explosion_Init(void);
6398 extern void gl_backend_init(void);
6399 extern void Sbar_Init(void);
6400 extern void R_LightningBeams_Init(void);
6401 extern void Mod_RenderInit(void);
6402 extern void Font_Init(void);
6404 void Render_Init(void)
6417 R_LightningBeams_Init();
6426 extern char *ENGINE_EXTENSIONS;
6429 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6430 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6431 gl_version = (const char *)qglGetString(GL_VERSION);
6432 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6436 if (!gl_platformextensions)
6437 gl_platformextensions = "";
6439 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6440 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6441 Con_Printf("GL_VERSION: %s\n", gl_version);
6442 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6443 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6445 VID_CheckExtensions();
6447 // LordHavoc: report supported extensions
6448 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6450 // clear to black (loading plaque will be seen over this)
6452 qglClearColor(0,0,0,1);CHECKGLERROR
6453 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6456 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6460 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6462 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6465 p = r_refdef.view.frustum + i;
6470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6486 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6490 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6494 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6498 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6506 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6510 for (i = 0;i < numplanes;i++)
6517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6533 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6537 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6541 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6545 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6553 //==================================================================================
6555 // LordHavoc: this stores temporary data used within the same frame
6557 qboolean r_framedata_failed;
6558 static size_t r_framedata_size;
6559 static size_t r_framedata_current;
6560 static void *r_framedata_base;
6562 void R_FrameData_Reset(void)
6564 if (r_framedata_base)
6565 Mem_Free(r_framedata_base);
6566 r_framedata_base = NULL;
6567 r_framedata_size = 0;
6568 r_framedata_current = 0;
6569 r_framedata_failed = false;
6572 void R_FrameData_NewFrame(void)
6575 if (r_framedata_failed)
6576 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6577 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6578 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6579 if (r_framedata_size != wantedsize)
6581 r_framedata_size = wantedsize;
6582 if (r_framedata_base)
6583 Mem_Free(r_framedata_base);
6584 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6586 r_framedata_current = 0;
6587 r_framedata_failed = false;
6590 void *R_FrameData_Alloc(size_t size)
6594 // align to 16 byte boundary
6595 size = (size + 15) & ~15;
6596 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6597 r_framedata_current += size;
6600 if (r_framedata_current > r_framedata_size)
6601 r_framedata_failed = true;
6603 // return NULL on everything after a failure
6604 if (r_framedata_failed)
6610 void *R_FrameData_Store(size_t size, void *data)
6612 void *d = R_FrameData_Alloc(size);
6614 memcpy(d, data, size);
6618 //==================================================================================
6620 // LordHavoc: animcache originally written by Echon, rewritten since then
6623 * Animation cache prevents re-generating mesh data for an animated model
6624 * multiple times in one frame for lighting, shadowing, reflections, etc.
6627 void R_AnimCache_Free(void)
6631 void R_AnimCache_ClearCache(void)
6634 entity_render_t *ent;
6636 for (i = 0;i < r_refdef.scene.numentities;i++)
6638 ent = r_refdef.scene.entities[i];
6639 ent->animcache_vertex3f = NULL;
6640 ent->animcache_normal3f = NULL;
6641 ent->animcache_svector3f = NULL;
6642 ent->animcache_tvector3f = NULL;
6646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6648 dp_model_t *model = ent->model;
6650 // see if it's already cached this frame
6651 if (ent->animcache_vertex3f)
6653 // add normals/tangents if needed
6654 if (wantnormals || wanttangents)
6656 if (ent->animcache_normal3f)
6657 wantnormals = false;
6658 if (ent->animcache_svector3f)
6659 wanttangents = false;
6660 if (wantnormals || wanttangents)
6662 numvertices = model->surfmesh.num_vertices;
6664 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6667 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6668 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670 if (!r_framedata_failed)
6671 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6677 // see if this ent is worth caching
6678 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6680 // get some memory for this entity and generate mesh data
6681 numvertices = model->surfmesh.num_vertices;
6682 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6684 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6687 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6688 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690 if (!r_framedata_failed)
6691 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6693 return !r_framedata_failed;
6696 void R_AnimCache_CacheVisibleEntities(void)
6699 qboolean wantnormals = !r_showsurfaces.integer;
6700 qboolean wanttangents = !r_showsurfaces.integer;
6702 switch(vid.renderpath)
6704 case RENDERPATH_GL20:
6705 case RENDERPATH_CGGL:
6707 case RENDERPATH_GL13:
6708 case RENDERPATH_GL11:
6709 wanttangents = false;
6713 // TODO: thread this
6714 // NOTE: R_PrepareRTLights() also caches entities
6716 for (i = 0;i < r_refdef.scene.numentities;i++)
6717 if (r_refdef.viewcache.entityvisible[i])
6718 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6720 if (r_shadows.integer)
6721 for (i = 0;i < r_refdef.scene.numentities;i++)
6722 if (!r_refdef.viewcache.entityvisible[i])
6723 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6726 //==================================================================================
6728 static void R_View_UpdateEntityLighting (void)
6731 entity_render_t *ent;
6732 vec3_t tempdiffusenormal, avg;
6733 vec_t f, fa, fd, fdd;
6735 for (i = 0;i < r_refdef.scene.numentities;i++)
6737 ent = r_refdef.scene.entities[i];
6739 // skip unseen models
6740 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6744 if (ent->model && ent->model->brush.num_leafs)
6746 // TODO: use modellight for r_ambient settings on world?
6747 VectorSet(ent->modellight_ambient, 0, 0, 0);
6748 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6749 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6753 // fetch the lighting from the worldmodel data
6754 VectorClear(ent->modellight_ambient);
6755 VectorClear(ent->modellight_diffuse);
6756 VectorClear(tempdiffusenormal);
6757 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6760 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6761 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6762 if(ent->flags & RENDER_EQUALIZE)
6764 // first fix up ambient lighting...
6765 if(r_equalize_entities_minambient.value > 0)
6767 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6770 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6771 if(fa < r_equalize_entities_minambient.value * fd)
6774 // fa'/fd' = minambient
6775 // fa'+0.25*fd' = fa+0.25*fd
6777 // fa' = fd' * minambient
6778 // fd'*(0.25+minambient) = fa+0.25*fd
6780 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6781 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6783 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6784 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
6785 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6786 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6791 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6793 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6794 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6797 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6798 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6799 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6805 VectorSet(ent->modellight_ambient, 1, 1, 1);
6807 // move the light direction into modelspace coordinates for lighting code
6808 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6809 if(VectorLength2(ent->modellight_lightdir) == 0)
6810 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6811 VectorNormalize(ent->modellight_lightdir);
6815 #define MAX_LINEOFSIGHTTRACES 64
6817 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6820 vec3_t boxmins, boxmaxs;
6823 dp_model_t *model = r_refdef.scene.worldmodel;
6825 if (!model || !model->brush.TraceLineOfSight)
6828 // expand the box a little
6829 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6830 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6831 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6832 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6833 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6834 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6836 // return true if eye is inside enlarged box
6837 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6841 VectorCopy(eye, start);
6842 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6843 if (model->brush.TraceLineOfSight(model, start, end))
6846 // try various random positions
6847 for (i = 0;i < numsamples;i++)
6849 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6850 if (model->brush.TraceLineOfSight(model, start, end))
6858 static void R_View_UpdateEntityVisible (void)
6863 entity_render_t *ent;
6865 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6866 if (!r_drawviewmodel.integer)
6867 renderimask |= RENDER_VIEWMODEL;
6868 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6870 // worldmodel can check visibility
6871 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6872 for (i = 0;i < r_refdef.scene.numentities;i++)
6874 ent = r_refdef.scene.entities[i];
6875 if (!(ent->flags & renderimask))
6876 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)))
6877 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))
6878 r_refdef.viewcache.entityvisible[i] = true;
6880 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6882 for (i = 0;i < r_refdef.scene.numentities;i++)
6884 ent = r_refdef.scene.entities[i];
6885 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6887 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6889 continue; // temp entities do pvs only
6890 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6891 ent->last_trace_visibility = realtime;
6892 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6893 r_refdef.viewcache.entityvisible[i] = 0;
6900 // no worldmodel or it can't check visibility
6901 for (i = 0;i < r_refdef.scene.numentities;i++)
6903 ent = r_refdef.scene.entities[i];
6904 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));
6909 /// only used if skyrendermasked, and normally returns false
6910 int R_DrawBrushModelsSky (void)
6913 entity_render_t *ent;
6916 for (i = 0;i < r_refdef.scene.numentities;i++)
6918 if (!r_refdef.viewcache.entityvisible[i])
6920 ent = r_refdef.scene.entities[i];
6921 if (!ent->model || !ent->model->DrawSky)
6923 ent->model->DrawSky(ent);
6929 static void R_DrawNoModel(entity_render_t *ent);
6930 static void R_DrawModels(void)
6933 entity_render_t *ent;
6935 for (i = 0;i < r_refdef.scene.numentities;i++)
6937 if (!r_refdef.viewcache.entityvisible[i])
6939 ent = r_refdef.scene.entities[i];
6940 r_refdef.stats.entities++;
6941 if (ent->model && ent->model->Draw != NULL)
6942 ent->model->Draw(ent);
6948 static void R_DrawModelsDepth(void)
6951 entity_render_t *ent;
6953 for (i = 0;i < r_refdef.scene.numentities;i++)
6955 if (!r_refdef.viewcache.entityvisible[i])
6957 ent = r_refdef.scene.entities[i];
6958 if (ent->model && ent->model->DrawDepth != NULL)
6959 ent->model->DrawDepth(ent);
6963 static void R_DrawModelsDebug(void)
6966 entity_render_t *ent;
6968 for (i = 0;i < r_refdef.scene.numentities;i++)
6970 if (!r_refdef.viewcache.entityvisible[i])
6972 ent = r_refdef.scene.entities[i];
6973 if (ent->model && ent->model->DrawDebug != NULL)
6974 ent->model->DrawDebug(ent);
6978 static void R_DrawModelsAddWaterPlanes(void)
6981 entity_render_t *ent;
6983 for (i = 0;i < r_refdef.scene.numentities;i++)
6985 if (!r_refdef.viewcache.entityvisible[i])
6987 ent = r_refdef.scene.entities[i];
6988 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6989 ent->model->DrawAddWaterPlanes(ent);
6993 static void R_View_SetFrustum(void)
6996 double slopex, slopey;
6997 vec3_t forward, left, up, origin;
6999 // we can't trust r_refdef.view.forward and friends in reflected scenes
7000 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7003 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7004 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7005 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7006 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7007 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7008 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7009 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7010 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7011 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7012 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7013 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7014 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7018 zNear = r_refdef.nearclip;
7019 nudge = 1.0 - 1.0 / (1<<23);
7020 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7021 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7022 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7023 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7024 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7025 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7026 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7027 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7033 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7034 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7035 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7036 r_refdef.view.frustum[0].dist = m[15] - m[12];
7038 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7039 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7040 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7041 r_refdef.view.frustum[1].dist = m[15] + m[12];
7043 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7044 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7045 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7046 r_refdef.view.frustum[2].dist = m[15] - m[13];
7048 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7049 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7050 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7051 r_refdef.view.frustum[3].dist = m[15] + m[13];
7053 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7054 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7055 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7056 r_refdef.view.frustum[4].dist = m[15] - m[14];
7058 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7059 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7060 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7061 r_refdef.view.frustum[5].dist = m[15] + m[14];
7064 if (r_refdef.view.useperspective)
7066 slopex = 1.0 / r_refdef.view.frustum_x;
7067 slopey = 1.0 / r_refdef.view.frustum_y;
7068 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7069 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7070 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7071 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7072 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7074 // Leaving those out was a mistake, those were in the old code, and they
7075 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7076 // I couldn't reproduce it after adding those normalizations. --blub
7077 VectorNormalize(r_refdef.view.frustum[0].normal);
7078 VectorNormalize(r_refdef.view.frustum[1].normal);
7079 VectorNormalize(r_refdef.view.frustum[2].normal);
7080 VectorNormalize(r_refdef.view.frustum[3].normal);
7082 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7083 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7084 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7085 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]);
7086 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]);
7088 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7089 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7090 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7091 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7092 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7096 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7097 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7098 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7099 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7100 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7101 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7102 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7103 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7104 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7105 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7107 r_refdef.view.numfrustumplanes = 5;
7109 if (r_refdef.view.useclipplane)
7111 r_refdef.view.numfrustumplanes = 6;
7112 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7115 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7116 PlaneClassify(r_refdef.view.frustum + i);
7118 // LordHavoc: note to all quake engine coders, Quake had a special case
7119 // for 90 degrees which assumed a square view (wrong), so I removed it,
7120 // Quake2 has it disabled as well.
7122 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7123 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7124 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7125 //PlaneClassify(&frustum[0]);
7127 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7128 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7129 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7130 //PlaneClassify(&frustum[1]);
7132 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7133 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7134 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7135 //PlaneClassify(&frustum[2]);
7137 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7138 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7139 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7140 //PlaneClassify(&frustum[3]);
7143 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7144 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7145 //PlaneClassify(&frustum[4]);
7148 void R_View_Update(void)
7150 R_Main_ResizeViewCache();
7151 R_View_SetFrustum();
7152 R_View_WorldVisibility(r_refdef.view.useclipplane);
7153 R_View_UpdateEntityVisible();
7154 R_View_UpdateEntityLighting();
7157 void R_SetupView(qboolean allowwaterclippingplane)
7159 const float *customclipplane = NULL;
7161 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7163 // LordHavoc: couldn't figure out how to make this approach the
7164 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7165 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7166 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7167 dist = r_refdef.view.clipplane.dist;
7168 plane[0] = r_refdef.view.clipplane.normal[0];
7169 plane[1] = r_refdef.view.clipplane.normal[1];
7170 plane[2] = r_refdef.view.clipplane.normal[2];
7172 customclipplane = plane;
7175 if (!r_refdef.view.useperspective)
7176 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);
7177 else if (vid.stencil && r_useinfinitefarclip.integer)
7178 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);
7180 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);
7181 R_SetViewport(&r_refdef.view.viewport);
7184 void R_EntityMatrix(const matrix4x4_t *matrix)
7186 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7188 gl_modelmatrixchanged = false;
7189 gl_modelmatrix = *matrix;
7190 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7191 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7192 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7193 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7195 switch(vid.renderpath)
7197 case RENDERPATH_GL20:
7198 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7199 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7200 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7202 case RENDERPATH_CGGL:
7205 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7206 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7207 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7210 case RENDERPATH_GL13:
7211 case RENDERPATH_GL11:
7212 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7218 void R_ResetViewRendering2D(void)
7220 r_viewport_t viewport;
7223 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7224 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);
7225 R_SetViewport(&viewport);
7226 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7227 GL_Color(1, 1, 1, 1);
7228 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7229 GL_BlendFunc(GL_ONE, GL_ZERO);
7230 GL_AlphaTest(false);
7231 GL_ScissorTest(false);
7232 GL_DepthMask(false);
7233 GL_DepthRange(0, 1);
7234 GL_DepthTest(false);
7235 R_EntityMatrix(&identitymatrix);
7236 R_Mesh_ResetTextureState();
7237 GL_PolygonOffset(0, 0);
7238 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7239 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7240 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7241 qglStencilMask(~0);CHECKGLERROR
7242 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7243 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7244 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7247 void R_ResetViewRendering3D(void)
7252 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7253 GL_Color(1, 1, 1, 1);
7254 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7255 GL_BlendFunc(GL_ONE, GL_ZERO);
7256 GL_AlphaTest(false);
7257 GL_ScissorTest(true);
7259 GL_DepthRange(0, 1);
7261 R_EntityMatrix(&identitymatrix);
7262 R_Mesh_ResetTextureState();
7263 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7264 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7265 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7266 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7267 qglStencilMask(~0);CHECKGLERROR
7268 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7269 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7270 GL_CullFace(r_refdef.view.cullface_back);
7273 void R_RenderScene(void);
7274 void R_RenderWaterPlanes(void);
7276 static void R_Water_StartFrame(void)
7279 int waterwidth, waterheight, texturewidth, textureheight;
7280 r_waterstate_waterplane_t *p;
7282 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7285 switch(vid.renderpath)
7287 case RENDERPATH_GL20:
7288 case RENDERPATH_CGGL:
7290 case RENDERPATH_GL13:
7291 case RENDERPATH_GL11:
7295 // set waterwidth and waterheight to the water resolution that will be
7296 // used (often less than the screen resolution for faster rendering)
7297 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7298 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7300 // calculate desired texture sizes
7301 // can't use water if the card does not support the texture size
7302 if (!r_water.integer || r_showsurfaces.integer)
7303 texturewidth = textureheight = waterwidth = waterheight = 0;
7304 else if (vid.support.arb_texture_non_power_of_two)
7306 texturewidth = waterwidth;
7307 textureheight = waterheight;
7311 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7312 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7315 // allocate textures as needed
7316 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7318 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7319 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7321 if (p->texture_refraction)
7322 R_FreeTexture(p->texture_refraction);
7323 p->texture_refraction = NULL;
7324 if (p->texture_reflection)
7325 R_FreeTexture(p->texture_reflection);
7326 p->texture_reflection = NULL;
7328 memset(&r_waterstate, 0, sizeof(r_waterstate));
7329 r_waterstate.texturewidth = texturewidth;
7330 r_waterstate.textureheight = textureheight;
7333 if (r_waterstate.texturewidth)
7335 r_waterstate.enabled = true;
7337 // when doing a reduced render (HDR) we want to use a smaller area
7338 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7339 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7341 // set up variables that will be used in shader setup
7342 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7343 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7344 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7345 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7348 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7349 r_waterstate.numwaterplanes = 0;
7352 void R_Water_AddWaterPlane(msurface_t *surface)
7354 int triangleindex, planeindex;
7360 r_waterstate_waterplane_t *p;
7361 texture_t *t = R_GetCurrentTexture(surface->texture);
7362 // just use the first triangle with a valid normal for any decisions
7363 VectorClear(normal);
7364 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7366 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7367 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7368 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7369 TriangleNormal(vert[0], vert[1], vert[2], normal);
7370 if (VectorLength2(normal) >= 0.001)
7374 VectorCopy(normal, plane.normal);
7375 VectorNormalize(plane.normal);
7376 plane.dist = DotProduct(vert[0], plane.normal);
7377 PlaneClassify(&plane);
7378 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7380 // skip backfaces (except if nocullface is set)
7381 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7383 VectorNegate(plane.normal, plane.normal);
7385 PlaneClassify(&plane);
7389 // find a matching plane if there is one
7390 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7391 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7393 if (planeindex >= r_waterstate.maxwaterplanes)
7394 return; // nothing we can do, out of planes
7396 // if this triangle does not fit any known plane rendered this frame, add one
7397 if (planeindex >= r_waterstate.numwaterplanes)
7399 // store the new plane
7400 r_waterstate.numwaterplanes++;
7402 // clear materialflags and pvs
7403 p->materialflags = 0;
7404 p->pvsvalid = false;
7406 // merge this surface's materialflags into the waterplane
7407 p->materialflags |= t->currentmaterialflags;
7408 // merge this surface's PVS into the waterplane
7409 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7410 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7411 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7413 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7418 static void R_Water_ProcessPlanes(void)
7420 r_refdef_view_t originalview;
7421 r_refdef_view_t myview;
7423 r_waterstate_waterplane_t *p;
7425 originalview = r_refdef.view;
7427 // make sure enough textures are allocated
7428 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7430 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7432 if (!p->texture_refraction)
7433 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7434 if (!p->texture_refraction)
7438 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7440 if (!p->texture_reflection)
7441 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7442 if (!p->texture_reflection)
7448 r_refdef.view = originalview;
7449 r_refdef.view.showdebug = false;
7450 r_refdef.view.width = r_waterstate.waterwidth;
7451 r_refdef.view.height = r_waterstate.waterheight;
7452 r_refdef.view.useclipplane = true;
7453 myview = r_refdef.view;
7454 r_waterstate.renderingscene = true;
7455 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7457 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7459 r_refdef.view = myview;
7460 // render reflected scene and copy into texture
7461 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7462 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7463 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7464 r_refdef.view.clipplane = p->plane;
7465 // reverse the cullface settings for this render
7466 r_refdef.view.cullface_front = GL_FRONT;
7467 r_refdef.view.cullface_back = GL_BACK;
7468 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7470 r_refdef.view.usecustompvs = true;
7472 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7474 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7477 R_ResetViewRendering3D();
7478 R_ClearScreen(r_refdef.fogenabled);
7482 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);
7485 // render the normal view scene and copy into texture
7486 // (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)
7487 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7489 r_refdef.view = myview;
7490 r_refdef.view.clipplane = p->plane;
7491 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7492 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7493 PlaneClassify(&r_refdef.view.clipplane);
7495 R_ResetViewRendering3D();
7496 R_ClearScreen(r_refdef.fogenabled);
7500 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);
7504 r_waterstate.renderingscene = false;
7505 r_refdef.view = originalview;
7506 R_ResetViewRendering3D();
7507 R_ClearScreen(r_refdef.fogenabled);
7511 r_refdef.view = originalview;
7512 r_waterstate.renderingscene = false;
7513 Cvar_SetValueQuick(&r_water, 0);
7514 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7518 void R_Bloom_StartFrame(void)
7520 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7522 switch(vid.renderpath)
7524 case RENDERPATH_GL20:
7525 case RENDERPATH_CGGL:
7527 case RENDERPATH_GL13:
7528 case RENDERPATH_GL11:
7532 // set bloomwidth and bloomheight to the bloom resolution that will be
7533 // used (often less than the screen resolution for faster rendering)
7534 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7535 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7536 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7537 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7538 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7540 // calculate desired texture sizes
7541 if (vid.support.arb_texture_non_power_of_two)
7543 screentexturewidth = r_refdef.view.width;
7544 screentextureheight = r_refdef.view.height;
7545 bloomtexturewidth = r_bloomstate.bloomwidth;
7546 bloomtextureheight = r_bloomstate.bloomheight;
7550 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7551 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7552 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7553 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7556 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))
7558 Cvar_SetValueQuick(&r_hdr, 0);
7559 Cvar_SetValueQuick(&r_bloom, 0);
7560 Cvar_SetValueQuick(&r_motionblur, 0);
7561 Cvar_SetValueQuick(&r_damageblur, 0);
7564 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)))
7565 screentexturewidth = screentextureheight = 0;
7566 if (!r_hdr.integer && !r_bloom.integer)
7567 bloomtexturewidth = bloomtextureheight = 0;
7569 // allocate textures as needed
7570 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7572 if (r_bloomstate.texture_screen)
7573 R_FreeTexture(r_bloomstate.texture_screen);
7574 r_bloomstate.texture_screen = NULL;
7575 r_bloomstate.screentexturewidth = screentexturewidth;
7576 r_bloomstate.screentextureheight = screentextureheight;
7577 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7578 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7580 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7582 if (r_bloomstate.texture_bloom)
7583 R_FreeTexture(r_bloomstate.texture_bloom);
7584 r_bloomstate.texture_bloom = NULL;
7585 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7586 r_bloomstate.bloomtextureheight = bloomtextureheight;
7587 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7588 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7591 // when doing a reduced render (HDR) we want to use a smaller area
7592 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7593 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7594 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7595 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7596 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7598 // set up a texcoord array for the full resolution screen image
7599 // (we have to keep this around to copy back during final render)
7600 r_bloomstate.screentexcoord2f[0] = 0;
7601 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7602 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7603 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7604 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7605 r_bloomstate.screentexcoord2f[5] = 0;
7606 r_bloomstate.screentexcoord2f[6] = 0;
7607 r_bloomstate.screentexcoord2f[7] = 0;
7609 // set up a texcoord array for the reduced resolution bloom image
7610 // (which will be additive blended over the screen image)
7611 r_bloomstate.bloomtexcoord2f[0] = 0;
7612 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7613 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7614 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7615 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7616 r_bloomstate.bloomtexcoord2f[5] = 0;
7617 r_bloomstate.bloomtexcoord2f[6] = 0;
7618 r_bloomstate.bloomtexcoord2f[7] = 0;
7620 if (r_hdr.integer || r_bloom.integer)
7622 r_bloomstate.enabled = true;
7623 r_bloomstate.hdr = r_hdr.integer != 0;
7626 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);
7629 void R_Bloom_CopyBloomTexture(float colorscale)
7631 r_refdef.stats.bloom++;
7633 // scale down screen texture to the bloom texture size
7635 R_SetViewport(&r_bloomstate.viewport);
7636 GL_BlendFunc(GL_ONE, GL_ZERO);
7637 GL_Color(colorscale, colorscale, colorscale, 1);
7638 // TODO: optimize with multitexture or GLSL
7639 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7640 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7641 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7642 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7644 // we now have a bloom image in the framebuffer
7645 // copy it into the bloom image texture for later processing
7646 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);
7647 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7650 void R_Bloom_CopyHDRTexture(void)
7652 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);
7653 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7656 void R_Bloom_MakeTexture(void)
7659 float xoffset, yoffset, r, brighten;
7661 r_refdef.stats.bloom++;
7663 R_ResetViewRendering2D();
7664 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7665 R_Mesh_ColorPointer(NULL, 0, 0);
7667 // we have a bloom image in the framebuffer
7669 R_SetViewport(&r_bloomstate.viewport);
7671 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7674 r = bound(0, r_bloom_colorexponent.value / x, 1);
7675 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7676 GL_Color(r, r, r, 1);
7677 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7678 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7679 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7680 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7682 // copy the vertically blurred bloom view to a texture
7683 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);
7684 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7687 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7688 brighten = r_bloom_brighten.value;
7690 brighten *= r_hdr_range.value;
7691 brighten = sqrt(brighten);
7693 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7694 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7695 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7697 for (dir = 0;dir < 2;dir++)
7699 // blend on at multiple vertical offsets to achieve a vertical blur
7700 // TODO: do offset blends using GLSL
7701 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7702 GL_BlendFunc(GL_ONE, GL_ZERO);
7703 for (x = -range;x <= range;x++)
7705 if (!dir){xoffset = 0;yoffset = x;}
7706 else {xoffset = x;yoffset = 0;}
7707 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7708 yoffset /= (float)r_bloomstate.bloomtextureheight;
7709 // compute a texcoord array with the specified x and y offset
7710 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7711 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7712 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7713 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7714 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7715 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7716 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7717 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7718 // this r value looks like a 'dot' particle, fading sharply to
7719 // black at the edges
7720 // (probably not realistic but looks good enough)
7721 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7722 //r = brighten/(range*2+1);
7723 r = brighten / (range * 2 + 1);
7725 r *= (1 - x*x/(float)(range*range));
7726 GL_Color(r, r, r, 1);
7727 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7728 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7729 GL_BlendFunc(GL_ONE, GL_ONE);
7732 // copy the vertically blurred bloom view to a texture
7733 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);
7734 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7737 // apply subtract last
7738 // (just like it would be in a GLSL shader)
7739 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7741 GL_BlendFunc(GL_ONE, GL_ZERO);
7742 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7743 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7744 GL_Color(1, 1, 1, 1);
7745 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7746 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7748 GL_BlendFunc(GL_ONE, GL_ONE);
7749 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7750 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7751 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7752 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7753 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7754 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7755 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7757 // copy the darkened bloom view to a texture
7758 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);
7759 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7763 void R_HDR_RenderBloomTexture(void)
7765 int oldwidth, oldheight;
7766 float oldcolorscale;
7768 oldcolorscale = r_refdef.view.colorscale;
7769 oldwidth = r_refdef.view.width;
7770 oldheight = r_refdef.view.height;
7771 r_refdef.view.width = r_bloomstate.bloomwidth;
7772 r_refdef.view.height = r_bloomstate.bloomheight;
7774 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7775 // TODO: add exposure compensation features
7776 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7778 r_refdef.view.showdebug = false;
7779 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7781 R_ResetViewRendering3D();
7783 R_ClearScreen(r_refdef.fogenabled);
7784 if (r_timereport_active)
7785 R_TimeReport("HDRclear");
7788 if (r_timereport_active)
7789 R_TimeReport("visibility");
7791 // only do secondary renders with HDR if r_hdr is 2 or higher
7792 r_waterstate.numwaterplanes = 0;
7793 if (r_waterstate.enabled && r_hdr.integer >= 2)
7794 R_RenderWaterPlanes();
7796 r_refdef.view.showdebug = true;
7798 r_waterstate.numwaterplanes = 0;
7800 R_ResetViewRendering2D();
7802 R_Bloom_CopyHDRTexture();
7803 R_Bloom_MakeTexture();
7805 // restore the view settings
7806 r_refdef.view.width = oldwidth;
7807 r_refdef.view.height = oldheight;
7808 r_refdef.view.colorscale = oldcolorscale;
7810 R_ResetViewRendering3D();
7812 R_ClearScreen(r_refdef.fogenabled);
7813 if (r_timereport_active)
7814 R_TimeReport("viewclear");
7817 static void R_BlendView(void)
7819 unsigned int permutation;
7820 float uservecs[4][4];
7822 switch (vid.renderpath)
7824 case RENDERPATH_GL20:
7825 case RENDERPATH_CGGL:
7827 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7828 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7829 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7830 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7831 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7833 if (r_bloomstate.texture_screen)
7835 // make sure the buffer is available
7836 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7838 R_ResetViewRendering2D();
7839 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7840 R_Mesh_ColorPointer(NULL, 0, 0);
7842 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7844 // declare variables
7846 static float avgspeed;
7848 speed = VectorLength(cl.movement_velocity);
7850 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7851 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7853 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7854 speed = bound(0, speed, 1);
7855 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7857 // calculate values into a standard alpha
7858 cl.motionbluralpha = 1 - exp(-
7860 (r_motionblur.value * speed / 80)
7862 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7865 max(0.0001, cl.time - cl.oldtime) // fps independent
7868 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7869 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7871 if (cl.motionbluralpha > 0)
7873 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7874 GL_Color(1, 1, 1, cl.motionbluralpha);
7875 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7876 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7877 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7878 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7882 // copy view into the screen texture
7883 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);
7884 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7886 else if (!r_bloomstate.texture_bloom)
7888 // we may still have to do view tint...
7889 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7891 // apply a color tint to the whole view
7892 R_ResetViewRendering2D();
7893 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7894 R_Mesh_ColorPointer(NULL, 0, 0);
7895 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7896 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7897 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7898 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7900 break; // no screen processing, no bloom, skip it
7903 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7905 // render simple bloom effect
7906 // copy the screen and shrink it and darken it for the bloom process
7907 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7908 // make the bloom texture
7909 R_Bloom_MakeTexture();
7912 #if _MSC_VER >= 1400
7913 #define sscanf sscanf_s
7915 memset(uservecs, 0, sizeof(uservecs));
7916 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7917 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7918 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7919 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7921 R_ResetViewRendering2D();
7922 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7923 R_Mesh_ColorPointer(NULL, 0, 0);
7924 GL_Color(1, 1, 1, 1);
7925 GL_BlendFunc(GL_ONE, GL_ZERO);
7926 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7927 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7929 switch(vid.renderpath)
7931 case RENDERPATH_GL20:
7932 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7933 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7934 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7935 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7936 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]);
7937 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7938 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]);
7939 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]);
7940 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]);
7941 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]);
7942 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7943 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7945 case RENDERPATH_CGGL:
7947 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7948 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7949 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7950 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7951 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
7952 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7953 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
7954 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
7955 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
7956 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
7957 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7958 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7964 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7965 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7967 case RENDERPATH_GL13:
7968 case RENDERPATH_GL11:
7969 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7971 // apply a color tint to the whole view
7972 R_ResetViewRendering2D();
7973 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7974 R_Mesh_ColorPointer(NULL, 0, 0);
7975 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7976 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7977 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7978 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7984 matrix4x4_t r_waterscrollmatrix;
7986 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7988 if (r_refdef.fog_density)
7990 r_refdef.fogcolor[0] = r_refdef.fog_red;
7991 r_refdef.fogcolor[1] = r_refdef.fog_green;
7992 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7994 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7995 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7996 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7997 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8001 VectorCopy(r_refdef.fogcolor, fogvec);
8002 // color.rgb *= ContrastBoost * SceneBrightness;
8003 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8004 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8005 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8006 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8011 void R_UpdateVariables(void)
8015 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8017 r_refdef.farclip = r_farclip_base.value;
8018 if (r_refdef.scene.worldmodel)
8019 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8020 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8022 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8023 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8024 r_refdef.polygonfactor = 0;
8025 r_refdef.polygonoffset = 0;
8026 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8027 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8029 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8030 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8031 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8032 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8033 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8034 if (r_showsurfaces.integer)
8036 r_refdef.scene.rtworld = false;
8037 r_refdef.scene.rtworldshadows = false;
8038 r_refdef.scene.rtdlight = false;
8039 r_refdef.scene.rtdlightshadows = false;
8040 r_refdef.lightmapintensity = 0;
8043 if (gamemode == GAME_NEHAHRA)
8045 if (gl_fogenable.integer)
8047 r_refdef.oldgl_fogenable = true;
8048 r_refdef.fog_density = gl_fogdensity.value;
8049 r_refdef.fog_red = gl_fogred.value;
8050 r_refdef.fog_green = gl_foggreen.value;
8051 r_refdef.fog_blue = gl_fogblue.value;
8052 r_refdef.fog_alpha = 1;
8053 r_refdef.fog_start = 0;
8054 r_refdef.fog_end = gl_skyclip.value;
8055 r_refdef.fog_height = 1<<30;
8056 r_refdef.fog_fadedepth = 128;
8058 else if (r_refdef.oldgl_fogenable)
8060 r_refdef.oldgl_fogenable = false;
8061 r_refdef.fog_density = 0;
8062 r_refdef.fog_red = 0;
8063 r_refdef.fog_green = 0;
8064 r_refdef.fog_blue = 0;
8065 r_refdef.fog_alpha = 0;
8066 r_refdef.fog_start = 0;
8067 r_refdef.fog_end = 0;
8068 r_refdef.fog_height = 1<<30;
8069 r_refdef.fog_fadedepth = 128;
8073 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8074 r_refdef.fog_start = max(0, r_refdef.fog_start);
8075 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8077 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8079 if (r_refdef.fog_density && r_drawfog.integer)
8081 r_refdef.fogenabled = true;
8082 // this is the point where the fog reaches 0.9986 alpha, which we
8083 // consider a good enough cutoff point for the texture
8084 // (0.9986 * 256 == 255.6)
8085 if (r_fog_exp2.integer)
8086 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8088 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8089 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8090 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8091 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8092 // fog color was already set
8093 // update the fog texture
8094 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)
8095 R_BuildFogTexture();
8098 r_refdef.fogenabled = false;
8100 switch(vid.renderpath)
8102 case RENDERPATH_GL20:
8103 case RENDERPATH_CGGL:
8104 if(v_glslgamma.integer && !vid_gammatables_trivial)
8106 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8108 // build GLSL gamma texture
8109 #define RAMPWIDTH 256
8110 unsigned short ramp[RAMPWIDTH * 3];
8111 unsigned char rampbgr[RAMPWIDTH][4];
8114 r_texture_gammaramps_serial = vid_gammatables_serial;
8116 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8117 for(i = 0; i < RAMPWIDTH; ++i)
8119 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8120 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8121 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8124 if (r_texture_gammaramps)
8126 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8130 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);
8136 // remove GLSL gamma texture
8139 case RENDERPATH_GL13:
8140 case RENDERPATH_GL11:
8145 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8146 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8152 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8153 if( scenetype != r_currentscenetype ) {
8154 // store the old scenetype
8155 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8156 r_currentscenetype = scenetype;
8157 // move in the new scene
8158 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8167 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8169 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8170 if( scenetype == r_currentscenetype ) {
8171 return &r_refdef.scene;
8173 return &r_scenes_store[ scenetype ];
8182 void R_RenderView(void)
8184 if (r_timereport_active)
8185 R_TimeReport("start");
8186 r_textureframe++; // used only by R_GetCurrentTexture
8187 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8189 if (!r_drawentities.integer)
8190 r_refdef.scene.numentities = 0;
8192 R_AnimCache_ClearCache();
8193 R_FrameData_NewFrame();
8195 if (r_refdef.view.isoverlay)
8197 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8198 GL_Clear( GL_DEPTH_BUFFER_BIT );
8199 R_TimeReport("depthclear");
8201 r_refdef.view.showdebug = false;
8203 r_waterstate.enabled = false;
8204 r_waterstate.numwaterplanes = 0;
8212 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8213 return; //Host_Error ("R_RenderView: NULL worldmodel");
8215 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8217 // break apart the view matrix into vectors for various purposes
8218 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8219 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8220 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8221 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8222 // make an inverted copy of the view matrix for tracking sprites
8223 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8225 R_Shadow_UpdateWorldLightSelection();
8227 R_Bloom_StartFrame();
8228 R_Water_StartFrame();
8231 if (r_timereport_active)
8232 R_TimeReport("viewsetup");
8234 R_ResetViewRendering3D();
8236 if (r_refdef.view.clear || r_refdef.fogenabled)
8238 R_ClearScreen(r_refdef.fogenabled);
8239 if (r_timereport_active)
8240 R_TimeReport("viewclear");
8242 r_refdef.view.clear = true;
8244 // this produces a bloom texture to be used in R_BlendView() later
8245 if (r_hdr.integer && r_bloomstate.bloomwidth)
8247 R_HDR_RenderBloomTexture();
8248 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8249 r_textureframe++; // used only by R_GetCurrentTexture
8252 r_refdef.view.showdebug = true;
8255 if (r_timereport_active)
8256 R_TimeReport("visibility");
8258 r_waterstate.numwaterplanes = 0;
8259 if (r_waterstate.enabled)
8260 R_RenderWaterPlanes();
8263 r_waterstate.numwaterplanes = 0;
8266 if (r_timereport_active)
8267 R_TimeReport("blendview");
8269 GL_Scissor(0, 0, vid.width, vid.height);
8270 GL_ScissorTest(false);
8274 void R_RenderWaterPlanes(void)
8276 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8278 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8279 if (r_timereport_active)
8280 R_TimeReport("waterworld");
8283 // don't let sound skip if going slow
8284 if (r_refdef.scene.extraupdate)
8287 R_DrawModelsAddWaterPlanes();
8288 if (r_timereport_active)
8289 R_TimeReport("watermodels");
8291 if (r_waterstate.numwaterplanes)
8293 R_Water_ProcessPlanes();
8294 if (r_timereport_active)
8295 R_TimeReport("waterscenes");
8299 extern void R_DrawLightningBeams (void);
8300 extern void VM_CL_AddPolygonsToMeshQueue (void);
8301 extern void R_DrawPortals (void);
8302 extern cvar_t cl_locs_show;
8303 static void R_DrawLocs(void);
8304 static void R_DrawEntityBBoxes(void);
8305 static void R_DrawModelDecals(void);
8306 extern void R_DrawModelShadows(void);
8307 extern void R_DrawModelShadowMaps(void);
8308 extern cvar_t cl_decals_newsystem;
8309 extern qboolean r_shadow_usingdeferredprepass;
8310 void R_RenderScene(void)
8312 qboolean shadowmapping = false;
8314 r_refdef.stats.renders++;
8318 // don't let sound skip if going slow
8319 if (r_refdef.scene.extraupdate)
8322 R_MeshQueue_BeginScene();
8326 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);
8328 if (cl.csqc_vidvars.drawworld)
8330 // don't let sound skip if going slow
8331 if (r_refdef.scene.extraupdate)
8334 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8336 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8337 if (r_timereport_active)
8338 R_TimeReport("worldsky");
8341 if (R_DrawBrushModelsSky() && r_timereport_active)
8342 R_TimeReport("bmodelsky");
8344 if (skyrendermasked && skyrenderlater)
8346 // we have to force off the water clipping plane while rendering sky
8350 if (r_timereport_active)
8351 R_TimeReport("sky");
8355 R_AnimCache_CacheVisibleEntities();
8356 if (r_timereport_active)
8357 R_TimeReport("animation");
8359 R_Shadow_PrepareLights();
8360 if (r_timereport_active)
8361 R_TimeReport("preparelights");
8363 if (R_Shadow_ShadowMappingEnabled())
8364 shadowmapping = true;
8366 if (r_shadow_usingdeferredprepass)
8367 R_Shadow_DrawPrepass();
8369 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8371 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8372 if (r_timereport_active)
8373 R_TimeReport("worlddepth");
8375 if (r_depthfirst.integer >= 2)
8377 R_DrawModelsDepth();
8378 if (r_timereport_active)
8379 R_TimeReport("modeldepth");
8382 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8384 R_DrawModelShadowMaps();
8385 R_ResetViewRendering3D();
8386 // don't let sound skip if going slow
8387 if (r_refdef.scene.extraupdate)
8391 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8393 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8394 if (r_timereport_active)
8395 R_TimeReport("world");
8398 // don't let sound skip if going slow
8399 if (r_refdef.scene.extraupdate)
8403 if (r_timereport_active)
8404 R_TimeReport("models");
8406 // don't let sound skip if going slow
8407 if (r_refdef.scene.extraupdate)
8410 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8412 R_DrawModelShadows();
8413 R_ResetViewRendering3D();
8414 // don't let sound skip if going slow
8415 if (r_refdef.scene.extraupdate)
8419 if (!r_shadow_usingdeferredprepass)
8421 R_Shadow_DrawLights();
8422 if (r_timereport_active)
8423 R_TimeReport("rtlights");
8426 // don't let sound skip if going slow
8427 if (r_refdef.scene.extraupdate)
8430 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8432 R_DrawModelShadows();
8433 R_ResetViewRendering3D();
8434 // don't let sound skip if going slow
8435 if (r_refdef.scene.extraupdate)
8439 if (cl.csqc_vidvars.drawworld)
8441 if (cl_decals_newsystem.integer)
8443 R_DrawModelDecals();
8444 if (r_timereport_active)
8445 R_TimeReport("modeldecals");
8450 if (r_timereport_active)
8451 R_TimeReport("decals");
8455 if (r_timereport_active)
8456 R_TimeReport("particles");
8459 if (r_timereport_active)
8460 R_TimeReport("explosions");
8462 R_DrawLightningBeams();
8463 if (r_timereport_active)
8464 R_TimeReport("lightning");
8467 VM_CL_AddPolygonsToMeshQueue();
8469 if (r_refdef.view.showdebug)
8471 if (cl_locs_show.integer)
8474 if (r_timereport_active)
8475 R_TimeReport("showlocs");
8478 if (r_drawportals.integer)
8481 if (r_timereport_active)
8482 R_TimeReport("portals");
8485 if (r_showbboxes.value > 0)
8487 R_DrawEntityBBoxes();
8488 if (r_timereport_active)
8489 R_TimeReport("bboxes");
8493 R_MeshQueue_RenderTransparent();
8494 if (r_timereport_active)
8495 R_TimeReport("drawtrans");
8497 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8499 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8500 if (r_timereport_active)
8501 R_TimeReport("worlddebug");
8502 R_DrawModelsDebug();
8503 if (r_timereport_active)
8504 R_TimeReport("modeldebug");
8507 if (cl.csqc_vidvars.drawworld)
8509 R_Shadow_DrawCoronas();
8510 if (r_timereport_active)
8511 R_TimeReport("coronas");
8514 // don't let sound skip if going slow
8515 if (r_refdef.scene.extraupdate)
8518 R_ResetViewRendering2D();
8521 static const unsigned short bboxelements[36] =
8531 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8534 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8536 RSurf_ActiveWorldEntity();
8538 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8539 GL_DepthMask(false);
8540 GL_DepthRange(0, 1);
8541 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8542 R_Mesh_ResetTextureState();
8544 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8545 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8546 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8547 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8548 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8549 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8550 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8551 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8552 R_FillColors(color4f, 8, cr, cg, cb, ca);
8553 if (r_refdef.fogenabled)
8555 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8557 f1 = RSurf_FogVertex(v);
8559 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8560 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8561 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8564 R_Mesh_VertexPointer(vertex3f, 0, 0);
8565 R_Mesh_ColorPointer(color4f, 0, 0);
8566 R_Mesh_ResetTextureState();
8567 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8568 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8571 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8575 prvm_edict_t *edict;
8576 prvm_prog_t *prog_save = prog;
8578 // this function draws bounding boxes of server entities
8582 GL_CullFace(GL_NONE);
8583 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8587 for (i = 0;i < numsurfaces;i++)
8589 edict = PRVM_EDICT_NUM(surfacelist[i]);
8590 switch ((int)edict->fields.server->solid)
8592 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8593 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8594 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8595 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8596 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8597 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8599 color[3] *= r_showbboxes.value;
8600 color[3] = bound(0, color[3], 1);
8601 GL_DepthTest(!r_showdisabledepthtest.integer);
8602 GL_CullFace(r_refdef.view.cullface_front);
8603 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8609 static void R_DrawEntityBBoxes(void)
8612 prvm_edict_t *edict;
8614 prvm_prog_t *prog_save = prog;
8616 // this function draws bounding boxes of server entities
8622 for (i = 0;i < prog->num_edicts;i++)
8624 edict = PRVM_EDICT_NUM(i);
8625 if (edict->priv.server->free)
8627 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8628 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8630 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8632 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8633 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8639 static const int nomodelelement3i[24] =
8651 static const unsigned short nomodelelement3s[24] =
8663 static const float nomodelvertex3f[6*3] =
8673 static const float nomodelcolor4f[6*4] =
8675 0.0f, 0.0f, 0.5f, 1.0f,
8676 0.0f, 0.0f, 0.5f, 1.0f,
8677 0.0f, 0.5f, 0.0f, 1.0f,
8678 0.0f, 0.5f, 0.0f, 1.0f,
8679 0.5f, 0.0f, 0.0f, 1.0f,
8680 0.5f, 0.0f, 0.0f, 1.0f
8683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8689 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8691 // this is only called once per entity so numsurfaces is always 1, and
8692 // surfacelist is always {0}, so this code does not handle batches
8694 if (rsurface.ent_flags & RENDER_ADDITIVE)
8696 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8697 GL_DepthMask(false);
8699 else if (rsurface.colormod[3] < 1)
8701 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702 GL_DepthMask(false);
8706 GL_BlendFunc(GL_ONE, GL_ZERO);
8709 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8710 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8711 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8712 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8713 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8714 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8715 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8716 R_Mesh_ColorPointer(color4f, 0, 0);
8717 for (i = 0, c = color4f;i < 6;i++, c += 4)
8719 c[0] *= rsurface.colormod[0];
8720 c[1] *= rsurface.colormod[1];
8721 c[2] *= rsurface.colormod[2];
8722 c[3] *= rsurface.colormod[3];
8724 if (r_refdef.fogenabled)
8726 for (i = 0, c = color4f;i < 6;i++, c += 4)
8728 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8730 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8731 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8732 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8735 R_Mesh_ResetTextureState();
8736 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8739 void R_DrawNoModel(entity_render_t *ent)
8742 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8743 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8744 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8746 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8749 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8751 vec3_t right1, right2, diff, normal;
8753 VectorSubtract (org2, org1, normal);
8755 // calculate 'right' vector for start
8756 VectorSubtract (r_refdef.view.origin, org1, diff);
8757 CrossProduct (normal, diff, right1);
8758 VectorNormalize (right1);
8760 // calculate 'right' vector for end
8761 VectorSubtract (r_refdef.view.origin, org2, diff);
8762 CrossProduct (normal, diff, right2);
8763 VectorNormalize (right2);
8765 vert[ 0] = org1[0] + width * right1[0];
8766 vert[ 1] = org1[1] + width * right1[1];
8767 vert[ 2] = org1[2] + width * right1[2];
8768 vert[ 3] = org1[0] - width * right1[0];
8769 vert[ 4] = org1[1] - width * right1[1];
8770 vert[ 5] = org1[2] - width * right1[2];
8771 vert[ 6] = org2[0] - width * right2[0];
8772 vert[ 7] = org2[1] - width * right2[1];
8773 vert[ 8] = org2[2] - width * right2[2];
8774 vert[ 9] = org2[0] + width * right2[0];
8775 vert[10] = org2[1] + width * right2[1];
8776 vert[11] = org2[2] + width * right2[2];
8779 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8781 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8782 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8783 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8784 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8785 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8786 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8787 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8788 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8789 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8790 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8791 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8792 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8795 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8800 VectorSet(v, x, y, z);
8801 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8802 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8804 if (i == mesh->numvertices)
8806 if (mesh->numvertices < mesh->maxvertices)
8808 VectorCopy(v, vertex3f);
8809 mesh->numvertices++;
8811 return mesh->numvertices;
8817 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8821 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8823 e = mesh->element3i + mesh->numtriangles * 3;
8824 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8826 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8827 if (mesh->numtriangles < mesh->maxtriangles)
8832 mesh->numtriangles++;
8834 element[1] = element[2];
8838 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8842 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8844 e = mesh->element3i + mesh->numtriangles * 3;
8845 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8847 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8848 if (mesh->numtriangles < mesh->maxtriangles)
8853 mesh->numtriangles++;
8855 element[1] = element[2];
8859 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8860 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8862 int planenum, planenum2;
8865 mplane_t *plane, *plane2;
8867 double temppoints[2][256*3];
8868 // figure out how large a bounding box we need to properly compute this brush
8870 for (w = 0;w < numplanes;w++)
8871 maxdist = max(maxdist, fabs(planes[w].dist));
8872 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8873 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8874 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8878 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8879 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8881 if (planenum2 == planenum)
8883 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
8886 if (tempnumpoints < 3)
8888 // generate elements forming a triangle fan for this polygon
8889 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8893 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
8895 texturelayer_t *layer;
8896 layer = t->currentlayers + t->currentnumlayers++;
8898 layer->depthmask = depthmask;
8899 layer->blendfunc1 = blendfunc1;
8900 layer->blendfunc2 = blendfunc2;
8901 layer->texture = texture;
8902 layer->texmatrix = *matrix;
8903 layer->color[0] = r;
8904 layer->color[1] = g;
8905 layer->color[2] = b;
8906 layer->color[3] = a;
8909 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8912 index = parms[2] + r_refdef.scene.time * parms[3];
8913 index -= floor(index);
8917 case Q3WAVEFUNC_NONE:
8918 case Q3WAVEFUNC_NOISE:
8919 case Q3WAVEFUNC_COUNT:
8922 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8923 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8924 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8925 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8926 case Q3WAVEFUNC_TRIANGLE:
8928 f = index - floor(index);
8939 return (float)(parms[0] + parms[1] * f);
8942 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8947 matrix4x4_t matrix, temp;
8948 switch(tcmod->tcmod)
8952 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8953 matrix = r_waterscrollmatrix;
8955 matrix = identitymatrix;
8957 case Q3TCMOD_ENTITYTRANSLATE:
8958 // this is used in Q3 to allow the gamecode to control texcoord
8959 // scrolling on the entity, which is not supported in darkplaces yet.
8960 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8962 case Q3TCMOD_ROTATE:
8963 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8964 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8965 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8968 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8970 case Q3TCMOD_SCROLL:
8971 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8973 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8974 w = (int) tcmod->parms[0];
8975 h = (int) tcmod->parms[1];
8976 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8978 idx = (int) floor(f * w * h);
8979 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8981 case Q3TCMOD_STRETCH:
8982 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8983 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8985 case Q3TCMOD_TRANSFORM:
8986 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8987 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8988 VectorSet(tcmat + 6, 0 , 0 , 1);
8989 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8990 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8992 case Q3TCMOD_TURBULENT:
8993 // this is handled in the RSurf_PrepareVertices function
8994 matrix = identitymatrix;
8998 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9001 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9003 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9004 char name[MAX_QPATH];
9005 skinframe_t *skinframe;
9006 unsigned char pixels[296*194];
9007 strlcpy(cache->name, skinname, sizeof(cache->name));
9008 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9009 if (developer_loading.integer)
9010 Con_Printf("loading %s\n", name);
9011 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9012 if (!skinframe || !skinframe->base)
9015 fs_offset_t filesize;
9017 f = FS_LoadFile(name, tempmempool, true, &filesize);
9020 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9021 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9025 cache->skinframe = skinframe;
9028 texture_t *R_GetCurrentTexture(texture_t *t)
9031 const entity_render_t *ent = rsurface.entity;
9032 dp_model_t *model = ent->model;
9033 q3shaderinfo_layer_tcmod_t *tcmod;
9035 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9036 return t->currentframe;
9037 t->update_lastrenderframe = r_textureframe;
9038 t->update_lastrenderentity = (void *)ent;
9040 // switch to an alternate material if this is a q1bsp animated material
9042 texture_t *texture = t;
9043 int s = rsurface.ent_skinnum;
9044 if ((unsigned int)s >= (unsigned int)model->numskins)
9046 if (model->skinscenes)
9048 if (model->skinscenes[s].framecount > 1)
9049 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9051 s = model->skinscenes[s].firstframe;
9054 t = t + s * model->num_surfaces;
9057 // use an alternate animation if the entity's frame is not 0,
9058 // and only if the texture has an alternate animation
9059 if (rsurface.ent_alttextures && t->anim_total[1])
9060 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9062 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9064 texture->currentframe = t;
9067 // update currentskinframe to be a qw skin or animation frame
9068 if (rsurface.ent_qwskin >= 0)
9070 i = rsurface.ent_qwskin;
9071 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9073 r_qwskincache_size = cl.maxclients;
9075 Mem_Free(r_qwskincache);
9076 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9078 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9079 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9080 t->currentskinframe = r_qwskincache[i].skinframe;
9081 if (t->currentskinframe == NULL)
9082 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9084 else if (t->numskinframes >= 2)
9085 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9086 if (t->backgroundnumskinframes >= 2)
9087 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9089 t->currentmaterialflags = t->basematerialflags;
9090 t->currentalpha = rsurface.colormod[3];
9091 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9092 t->currentalpha *= r_wateralpha.value;
9093 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9094 t->currentalpha *= t->r_water_wateralpha;
9095 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9096 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9097 if (!(rsurface.ent_flags & RENDER_LIGHT))
9098 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9099 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9101 // pick a model lighting mode
9102 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9103 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9105 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9107 if (rsurface.ent_flags & RENDER_ADDITIVE)
9108 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9109 else if (t->currentalpha < 1)
9110 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9111 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9112 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9113 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9114 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9115 if (t->backgroundnumskinframes)
9116 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9117 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9119 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9120 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9123 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9124 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9125 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9127 // there is no tcmod
9128 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9130 t->currenttexmatrix = r_waterscrollmatrix;
9131 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9133 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9135 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9136 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9139 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9140 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9141 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9142 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9144 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9145 if (t->currentskinframe->qpixels)
9146 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9147 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9148 if (!t->basetexture)
9149 t->basetexture = r_texture_notexture;
9150 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9151 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9152 t->nmaptexture = t->currentskinframe->nmap;
9153 if (!t->nmaptexture)
9154 t->nmaptexture = r_texture_blanknormalmap;
9155 t->glosstexture = r_texture_black;
9156 t->glowtexture = t->currentskinframe->glow;
9157 t->fogtexture = t->currentskinframe->fog;
9158 t->reflectmasktexture = t->currentskinframe->reflect;
9159 if (t->backgroundnumskinframes)
9161 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9162 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9163 t->backgroundglosstexture = r_texture_black;
9164 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9165 if (!t->backgroundnmaptexture)
9166 t->backgroundnmaptexture = r_texture_blanknormalmap;
9170 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9171 t->backgroundnmaptexture = r_texture_blanknormalmap;
9172 t->backgroundglosstexture = r_texture_black;
9173 t->backgroundglowtexture = NULL;
9175 t->specularpower = r_shadow_glossexponent.value;
9176 // TODO: store reference values for these in the texture?
9177 t->specularscale = 0;
9178 if (r_shadow_gloss.integer > 0)
9180 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9182 if (r_shadow_glossintensity.value > 0)
9184 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9185 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9186 t->specularscale = r_shadow_glossintensity.value;
9189 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9191 t->glosstexture = r_texture_white;
9192 t->backgroundglosstexture = r_texture_white;
9193 t->specularscale = r_shadow_gloss2intensity.value;
9194 t->specularpower = r_shadow_gloss2exponent.value;
9197 t->specularscale *= t->specularscalemod;
9198 t->specularpower *= t->specularpowermod;
9200 // lightmaps mode looks bad with dlights using actual texturing, so turn
9201 // off the colormap and glossmap, but leave the normalmap on as it still
9202 // accurately represents the shading involved
9203 if (gl_lightmaps.integer)
9205 t->basetexture = r_texture_grey128;
9206 t->pantstexture = r_texture_black;
9207 t->shirttexture = r_texture_black;
9208 t->nmaptexture = r_texture_blanknormalmap;
9209 t->glosstexture = r_texture_black;
9210 t->glowtexture = NULL;
9211 t->fogtexture = NULL;
9212 t->reflectmasktexture = NULL;
9213 t->backgroundbasetexture = NULL;
9214 t->backgroundnmaptexture = r_texture_blanknormalmap;
9215 t->backgroundglosstexture = r_texture_black;
9216 t->backgroundglowtexture = NULL;
9217 t->specularscale = 0;
9218 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9221 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9222 VectorClear(t->dlightcolor);
9223 t->currentnumlayers = 0;
9224 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9226 int blendfunc1, blendfunc2;
9228 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9230 blendfunc1 = GL_SRC_ALPHA;
9231 blendfunc2 = GL_ONE;
9233 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9235 blendfunc1 = GL_SRC_ALPHA;
9236 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9238 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9240 blendfunc1 = t->customblendfunc[0];
9241 blendfunc2 = t->customblendfunc[1];
9245 blendfunc1 = GL_ONE;
9246 blendfunc2 = GL_ZERO;
9248 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9249 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9251 // fullbright is not affected by r_refdef.lightmapintensity
9252 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9253 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9254 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9255 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9256 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9260 vec3_t ambientcolor;
9262 // set the color tint used for lights affecting this surface
9263 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9265 // q3bsp has no lightmap updates, so the lightstylevalue that
9266 // would normally be baked into the lightmap must be
9267 // applied to the color
9268 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9269 if (model->type == mod_brushq3)
9270 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9271 colorscale *= r_refdef.lightmapintensity;
9272 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9273 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9274 // basic lit geometry
9275 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9276 // add pants/shirt if needed
9277 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9278 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9279 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9280 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9281 // now add ambient passes if needed
9282 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9284 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9285 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9286 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9287 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9288 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9291 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9292 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9293 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9295 // if this is opaque use alpha blend which will darken the earlier
9298 // if this is an alpha blended material, all the earlier passes
9299 // were darkened by fog already, so we only need to add the fog
9300 // color ontop through the fog mask texture
9302 // if this is an additive blended material, all the earlier passes
9303 // were darkened by fog already, and we should not add fog color
9304 // (because the background was not darkened, there is no fog color
9305 // that was lost behind it).
9306 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9310 return t->currentframe;
9313 rsurfacestate_t rsurface;
9315 void R_Mesh_ResizeArrays(int newvertices)
9318 if (rsurface.array_size >= newvertices)
9320 if (rsurface.array_modelvertex3f)
9321 Mem_Free(rsurface.array_modelvertex3f);
9322 rsurface.array_size = (newvertices + 1023) & ~1023;
9323 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9324 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9325 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9326 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9327 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9328 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9329 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9330 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9331 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9332 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9333 rsurface.array_color4f = base + rsurface.array_size * 27;
9334 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9337 void RSurf_ActiveWorldEntity(void)
9339 dp_model_t *model = r_refdef.scene.worldmodel;
9340 //if (rsurface.entity == r_refdef.scene.worldentity)
9342 rsurface.entity = r_refdef.scene.worldentity;
9343 rsurface.skeleton = NULL;
9344 rsurface.ent_skinnum = 0;
9345 rsurface.ent_qwskin = -1;
9346 rsurface.ent_shadertime = 0;
9347 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9348 if (rsurface.array_size < model->surfmesh.num_vertices)
9349 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9350 rsurface.matrix = identitymatrix;
9351 rsurface.inversematrix = identitymatrix;
9352 rsurface.matrixscale = 1;
9353 rsurface.inversematrixscale = 1;
9354 R_EntityMatrix(&identitymatrix);
9355 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9356 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9357 rsurface.fograngerecip = r_refdef.fograngerecip;
9358 rsurface.fogheightfade = r_refdef.fogheightfade;
9359 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9360 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9361 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9362 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9363 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9364 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9365 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9366 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9367 rsurface.colormod[3] = 1;
9368 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9369 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9370 rsurface.frameblend[0].lerp = 1;
9371 rsurface.ent_alttextures = false;
9372 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9373 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9374 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9375 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9376 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9377 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9378 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9379 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9380 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9381 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9382 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9383 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9384 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9385 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9386 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9387 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9388 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9389 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9390 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9391 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9392 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9393 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9394 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9395 rsurface.modelelement3i = model->surfmesh.data_element3i;
9396 rsurface.modelelement3s = model->surfmesh.data_element3s;
9397 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9398 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9399 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9400 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9401 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9402 rsurface.modelsurfaces = model->data_surfaces;
9403 rsurface.generatedvertex = false;
9404 rsurface.vertex3f = rsurface.modelvertex3f;
9405 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9406 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9407 rsurface.svector3f = rsurface.modelsvector3f;
9408 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9409 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9410 rsurface.tvector3f = rsurface.modeltvector3f;
9411 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9412 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9413 rsurface.normal3f = rsurface.modelnormal3f;
9414 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9415 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9416 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9419 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9421 dp_model_t *model = ent->model;
9422 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9424 rsurface.entity = (entity_render_t *)ent;
9425 rsurface.skeleton = ent->skeleton;
9426 rsurface.ent_skinnum = ent->skinnum;
9427 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
9428 rsurface.ent_shadertime = ent->shadertime;
9429 rsurface.ent_flags = ent->flags;
9430 if (rsurface.array_size < model->surfmesh.num_vertices)
9431 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9432 rsurface.matrix = ent->matrix;
9433 rsurface.inversematrix = ent->inversematrix;
9434 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9435 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9436 R_EntityMatrix(&rsurface.matrix);
9437 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9438 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9439 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9440 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9441 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9442 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9443 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9444 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9445 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9446 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9447 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9448 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9449 rsurface.colormod[3] = ent->alpha;
9450 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9451 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9452 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9453 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9454 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9455 if (ent->model->brush.submodel && !prepass)
9457 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9458 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9460 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9462 if (ent->animcache_vertex3f && !r_framedata_failed)
9464 rsurface.modelvertex3f = ent->animcache_vertex3f;
9465 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9466 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9467 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9469 else if (wanttangents)
9471 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9472 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9473 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9474 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9475 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9477 else if (wantnormals)
9479 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9480 rsurface.modelsvector3f = NULL;
9481 rsurface.modeltvector3f = NULL;
9482 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9483 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9487 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9488 rsurface.modelsvector3f = NULL;
9489 rsurface.modeltvector3f = NULL;
9490 rsurface.modelnormal3f = NULL;
9491 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9493 rsurface.modelvertex3f_bufferobject = 0;
9494 rsurface.modelvertex3f_bufferoffset = 0;
9495 rsurface.modelsvector3f_bufferobject = 0;
9496 rsurface.modelsvector3f_bufferoffset = 0;
9497 rsurface.modeltvector3f_bufferobject = 0;
9498 rsurface.modeltvector3f_bufferoffset = 0;
9499 rsurface.modelnormal3f_bufferobject = 0;
9500 rsurface.modelnormal3f_bufferoffset = 0;
9501 rsurface.generatedvertex = true;
9505 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9506 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9507 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9508 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9509 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9510 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9511 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9512 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9513 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9514 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9515 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9516 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9517 rsurface.generatedvertex = false;
9519 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9520 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9521 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9522 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9523 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9524 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9525 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9526 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9527 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9528 rsurface.modelelement3i = model->surfmesh.data_element3i;
9529 rsurface.modelelement3s = model->surfmesh.data_element3s;
9530 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9531 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9532 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9533 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9534 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9535 rsurface.modelsurfaces = model->data_surfaces;
9536 rsurface.vertex3f = rsurface.modelvertex3f;
9537 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9538 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9539 rsurface.svector3f = rsurface.modelsvector3f;
9540 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9541 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9542 rsurface.tvector3f = rsurface.modeltvector3f;
9543 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9544 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9545 rsurface.normal3f = rsurface.modelnormal3f;
9546 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9547 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9548 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9551 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9553 rsurface.entity = r_refdef.scene.worldentity;
9554 rsurface.skeleton = NULL;
9555 rsurface.ent_skinnum = 0;
9556 rsurface.ent_qwskin = -1;
9557 rsurface.ent_shadertime = shadertime;
9558 rsurface.ent_flags = entflags;
9559 rsurface.modelnum_vertices = numvertices;
9560 rsurface.modelnum_triangles = numtriangles;
9561 if (rsurface.array_size < rsurface.modelnum_vertices)
9562 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9563 rsurface.matrix = *matrix;
9564 rsurface.inversematrix = *inversematrix;
9565 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9566 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9567 R_EntityMatrix(&rsurface.matrix);
9568 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9569 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9570 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9571 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9572 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9573 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9574 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9575 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9576 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9577 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9578 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9579 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9580 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9581 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9582 rsurface.frameblend[0].lerp = 1;
9583 rsurface.ent_alttextures = false;
9584 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9585 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9588 rsurface.modelvertex3f = vertex3f;
9589 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9590 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9591 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9593 else if (wantnormals)
9595 rsurface.modelvertex3f = vertex3f;
9596 rsurface.modelsvector3f = NULL;
9597 rsurface.modeltvector3f = NULL;
9598 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9602 rsurface.modelvertex3f = vertex3f;
9603 rsurface.modelsvector3f = NULL;
9604 rsurface.modeltvector3f = NULL;
9605 rsurface.modelnormal3f = NULL;
9607 rsurface.modelvertex3f_bufferobject = 0;
9608 rsurface.modelvertex3f_bufferoffset = 0;
9609 rsurface.modelsvector3f_bufferobject = 0;
9610 rsurface.modelsvector3f_bufferoffset = 0;
9611 rsurface.modeltvector3f_bufferobject = 0;
9612 rsurface.modeltvector3f_bufferoffset = 0;
9613 rsurface.modelnormal3f_bufferobject = 0;
9614 rsurface.modelnormal3f_bufferoffset = 0;
9615 rsurface.generatedvertex = true;
9616 rsurface.modellightmapcolor4f = color4f;
9617 rsurface.modellightmapcolor4f_bufferobject = 0;
9618 rsurface.modellightmapcolor4f_bufferoffset = 0;
9619 rsurface.modeltexcoordtexture2f = texcoord2f;
9620 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9621 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9622 rsurface.modeltexcoordlightmap2f = NULL;
9623 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9624 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9625 rsurface.modelelement3i = element3i;
9626 rsurface.modelelement3s = element3s;
9627 rsurface.modelelement3i_bufferobject = 0;
9628 rsurface.modelelement3s_bufferobject = 0;
9629 rsurface.modellightmapoffsets = NULL;
9630 rsurface.modelsurfaces = NULL;
9631 rsurface.vertex3f = rsurface.modelvertex3f;
9632 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9633 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9634 rsurface.svector3f = rsurface.modelsvector3f;
9635 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9636 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9637 rsurface.tvector3f = rsurface.modeltvector3f;
9638 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9639 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9640 rsurface.normal3f = rsurface.modelnormal3f;
9641 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9642 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9643 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9645 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9647 if ((wantnormals || wanttangents) && !normal3f)
9648 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9649 if (wanttangents && !svector3f)
9650 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9654 float RSurf_FogPoint(const float *v)
9656 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9657 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9658 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9659 float FogHeightFade = r_refdef.fogheightfade;
9661 unsigned int fogmasktableindex;
9662 if (r_refdef.fogplaneviewabove)
9663 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9665 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9666 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9667 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9670 float RSurf_FogVertex(const float *v)
9672 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9673 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9674 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9675 float FogHeightFade = rsurface.fogheightfade;
9677 unsigned int fogmasktableindex;
9678 if (r_refdef.fogplaneviewabove)
9679 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9681 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9682 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9683 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9686 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9687 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9690 int texturesurfaceindex;
9695 const float *v1, *in_tc;
9697 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9699 q3shaderinfo_deform_t *deform;
9700 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9701 if (rsurface.generatedvertex)
9703 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9704 generatenormals = true;
9705 for (i = 0;i < Q3MAXDEFORMS;i++)
9707 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9709 generatetangents = true;
9710 generatenormals = true;
9712 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9713 generatenormals = true;
9715 if (generatenormals && !rsurface.modelnormal3f)
9717 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9718 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9719 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9720 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9722 if (generatetangents && !rsurface.modelsvector3f)
9724 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9725 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9726 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9727 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9728 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9729 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9730 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9733 rsurface.vertex3f = rsurface.modelvertex3f;
9734 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9735 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9736 rsurface.svector3f = rsurface.modelsvector3f;
9737 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9738 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9739 rsurface.tvector3f = rsurface.modeltvector3f;
9740 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9741 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9742 rsurface.normal3f = rsurface.modelnormal3f;
9743 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9744 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9745 // if vertices are deformed (sprite flares and things in maps, possibly
9746 // water waves, bulges and other deformations), generate them into
9747 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9748 // (may be static model data or generated data for an animated model, or
9749 // the previous deform pass)
9750 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9752 switch (deform->deform)
9755 case Q3DEFORM_PROJECTIONSHADOW:
9756 case Q3DEFORM_TEXT0:
9757 case Q3DEFORM_TEXT1:
9758 case Q3DEFORM_TEXT2:
9759 case Q3DEFORM_TEXT3:
9760 case Q3DEFORM_TEXT4:
9761 case Q3DEFORM_TEXT5:
9762 case Q3DEFORM_TEXT6:
9763 case Q3DEFORM_TEXT7:
9766 case Q3DEFORM_AUTOSPRITE:
9767 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9768 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9769 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9770 VectorNormalize(newforward);
9771 VectorNormalize(newright);
9772 VectorNormalize(newup);
9773 // make deformed versions of only the model vertices used by the specified surfaces
9774 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9776 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777 // a single autosprite surface can contain multiple sprites...
9778 for (j = 0;j < surface->num_vertices - 3;j += 4)
9780 VectorClear(center);
9781 for (i = 0;i < 4;i++)
9782 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9783 VectorScale(center, 0.25f, center);
9784 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9785 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9786 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9787 for (i = 0;i < 4;i++)
9789 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9790 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9793 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9794 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9796 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9797 rsurface.vertex3f_bufferobject = 0;
9798 rsurface.vertex3f_bufferoffset = 0;
9799 rsurface.svector3f = rsurface.array_deformedsvector3f;
9800 rsurface.svector3f_bufferobject = 0;
9801 rsurface.svector3f_bufferoffset = 0;
9802 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9803 rsurface.tvector3f_bufferobject = 0;
9804 rsurface.tvector3f_bufferoffset = 0;
9805 rsurface.normal3f = rsurface.array_deformednormal3f;
9806 rsurface.normal3f_bufferobject = 0;
9807 rsurface.normal3f_bufferoffset = 0;
9809 case Q3DEFORM_AUTOSPRITE2:
9810 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9811 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9812 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9813 VectorNormalize(newforward);
9814 VectorNormalize(newright);
9815 VectorNormalize(newup);
9816 // make deformed versions of only the model vertices used by the specified surfaces
9817 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9819 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9820 const float *v1, *v2;
9830 memset(shortest, 0, sizeof(shortest));
9831 // a single autosprite surface can contain multiple sprites...
9832 for (j = 0;j < surface->num_vertices - 3;j += 4)
9834 VectorClear(center);
9835 for (i = 0;i < 4;i++)
9836 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9837 VectorScale(center, 0.25f, center);
9838 // find the two shortest edges, then use them to define the
9839 // axis vectors for rotating around the central axis
9840 for (i = 0;i < 6;i++)
9842 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9843 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9845 Debug_PolygonBegin(NULL, 0);
9846 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9847 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9848 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9851 l = VectorDistance2(v1, v2);
9852 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9854 l += (1.0f / 1024.0f);
9855 if (shortest[0].length2 > l || i == 0)
9857 shortest[1] = shortest[0];
9858 shortest[0].length2 = l;
9859 shortest[0].v1 = v1;
9860 shortest[0].v2 = v2;
9862 else if (shortest[1].length2 > l || i == 1)
9864 shortest[1].length2 = l;
9865 shortest[1].v1 = v1;
9866 shortest[1].v2 = v2;
9869 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9870 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9872 Debug_PolygonBegin(NULL, 0);
9873 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9874 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9875 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9878 // this calculates the right vector from the shortest edge
9879 // and the up vector from the edge midpoints
9880 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9881 VectorNormalize(right);
9882 VectorSubtract(end, start, up);
9883 VectorNormalize(up);
9884 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9885 VectorSubtract(rsurface.localvieworigin, center, forward);
9886 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9887 VectorNegate(forward, forward);
9888 VectorReflect(forward, 0, up, forward);
9889 VectorNormalize(forward);
9890 CrossProduct(up, forward, newright);
9891 VectorNormalize(newright);
9893 Debug_PolygonBegin(NULL, 0);
9894 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9895 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9896 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9900 Debug_PolygonBegin(NULL, 0);
9901 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9902 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9903 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9906 // rotate the quad around the up axis vector, this is made
9907 // especially easy by the fact we know the quad is flat,
9908 // so we only have to subtract the center position and
9909 // measure distance along the right vector, and then
9910 // multiply that by the newright vector and add back the
9912 // we also need to subtract the old position to undo the
9913 // displacement from the center, which we do with a
9914 // DotProduct, the subtraction/addition of center is also
9915 // optimized into DotProducts here
9916 l = DotProduct(right, center);
9917 for (i = 0;i < 4;i++)
9919 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9920 f = DotProduct(right, v1) - l;
9921 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9924 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9925 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9927 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9928 rsurface.vertex3f_bufferobject = 0;
9929 rsurface.vertex3f_bufferoffset = 0;
9930 rsurface.svector3f = rsurface.array_deformedsvector3f;
9931 rsurface.svector3f_bufferobject = 0;
9932 rsurface.svector3f_bufferoffset = 0;
9933 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9934 rsurface.tvector3f_bufferobject = 0;
9935 rsurface.tvector3f_bufferoffset = 0;
9936 rsurface.normal3f = rsurface.array_deformednormal3f;
9937 rsurface.normal3f_bufferobject = 0;
9938 rsurface.normal3f_bufferoffset = 0;
9940 case Q3DEFORM_NORMAL:
9941 // deform the normals to make reflections wavey
9942 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9944 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9945 for (j = 0;j < surface->num_vertices;j++)
9948 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9949 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9950 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9951 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9954 VectorNormalize(normal);
9956 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9958 rsurface.svector3f = rsurface.array_deformedsvector3f;
9959 rsurface.svector3f_bufferobject = 0;
9960 rsurface.svector3f_bufferoffset = 0;
9961 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9962 rsurface.tvector3f_bufferobject = 0;
9963 rsurface.tvector3f_bufferoffset = 0;
9964 rsurface.normal3f = rsurface.array_deformednormal3f;
9965 rsurface.normal3f_bufferobject = 0;
9966 rsurface.normal3f_bufferoffset = 0;
9969 // deform vertex array to make wavey water and flags and such
9970 waveparms[0] = deform->waveparms[0];
9971 waveparms[1] = deform->waveparms[1];
9972 waveparms[2] = deform->waveparms[2];
9973 waveparms[3] = deform->waveparms[3];
9974 // this is how a divisor of vertex influence on deformation
9975 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9976 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9977 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9979 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9980 for (j = 0;j < surface->num_vertices;j++)
9982 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9983 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9984 // if the wavefunc depends on time, evaluate it per-vertex
9987 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9988 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9990 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9993 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9994 rsurface.vertex3f_bufferobject = 0;
9995 rsurface.vertex3f_bufferoffset = 0;
9997 case Q3DEFORM_BULGE:
9998 // deform vertex array to make the surface have moving bulges
9999 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10001 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10002 for (j = 0;j < surface->num_vertices;j++)
10004 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10005 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10008 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10009 rsurface.vertex3f_bufferobject = 0;
10010 rsurface.vertex3f_bufferoffset = 0;
10012 case Q3DEFORM_MOVE:
10013 // deform vertex array
10014 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10015 VectorScale(deform->parms, scale, waveparms);
10016 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10018 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10019 for (j = 0;j < surface->num_vertices;j++)
10020 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10022 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10023 rsurface.vertex3f_bufferobject = 0;
10024 rsurface.vertex3f_bufferoffset = 0;
10028 // generate texcoords based on the chosen texcoord source
10029 switch(rsurface.texture->tcgen.tcgen)
10032 case Q3TCGEN_TEXTURE:
10033 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10034 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10035 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10037 case Q3TCGEN_LIGHTMAP:
10038 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10039 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10040 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10042 case Q3TCGEN_VECTOR:
10043 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10045 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10046 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10048 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10049 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10052 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10053 rsurface.texcoordtexture2f_bufferobject = 0;
10054 rsurface.texcoordtexture2f_bufferoffset = 0;
10056 case Q3TCGEN_ENVIRONMENT:
10057 // make environment reflections using a spheremap
10058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10060 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10061 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10062 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10063 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10064 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10066 // identical to Q3A's method, but executed in worldspace so
10067 // carried models can be shiny too
10069 float viewer[3], d, reflected[3], worldreflected[3];
10071 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10072 // VectorNormalize(viewer);
10074 d = DotProduct(normal, viewer);
10076 reflected[0] = normal[0]*2*d - viewer[0];
10077 reflected[1] = normal[1]*2*d - viewer[1];
10078 reflected[2] = normal[2]*2*d - viewer[2];
10079 // note: this is proportinal to viewer, so we can normalize later
10081 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10082 VectorNormalize(worldreflected);
10084 // note: this sphere map only uses world x and z!
10085 // so positive and negative y will LOOK THE SAME.
10086 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10087 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10090 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10091 rsurface.texcoordtexture2f_bufferobject = 0;
10092 rsurface.texcoordtexture2f_bufferoffset = 0;
10095 // the only tcmod that needs software vertex processing is turbulent, so
10096 // check for it here and apply the changes if needed
10097 // and we only support that as the first one
10098 // (handling a mixture of turbulent and other tcmods would be problematic
10099 // without punting it entirely to a software path)
10100 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10102 amplitude = rsurface.texture->tcmods[0].parms[1];
10103 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10104 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10106 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10107 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10109 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10113 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10114 rsurface.texcoordtexture2f_bufferobject = 0;
10115 rsurface.texcoordtexture2f_bufferoffset = 0;
10117 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10118 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10119 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10120 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10123 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10126 const msurface_t *surface = texturesurfacelist[0];
10127 const msurface_t *surface2;
10132 // TODO: lock all array ranges before render, rather than on each surface
10133 if (texturenumsurfaces == 1)
10134 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10135 else if (r_batchmode.integer == 2)
10137 #define MAXBATCHTRIANGLES 4096
10138 int batchtriangles = 0;
10139 static int batchelements[MAXBATCHTRIANGLES*3];
10140 for (i = 0;i < texturenumsurfaces;i = j)
10142 surface = texturesurfacelist[i];
10144 if (surface->num_triangles > MAXBATCHTRIANGLES)
10146 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10149 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10150 batchtriangles = surface->num_triangles;
10151 firstvertex = surface->num_firstvertex;
10152 endvertex = surface->num_firstvertex + surface->num_vertices;
10153 for (;j < texturenumsurfaces;j++)
10155 surface2 = texturesurfacelist[j];
10156 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10158 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10159 batchtriangles += surface2->num_triangles;
10160 firstvertex = min(firstvertex, surface2->num_firstvertex);
10161 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10163 surface2 = texturesurfacelist[j-1];
10164 numvertices = endvertex - firstvertex;
10165 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10168 else if (r_batchmode.integer == 1)
10170 for (i = 0;i < texturenumsurfaces;i = j)
10172 surface = texturesurfacelist[i];
10173 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10174 if (texturesurfacelist[j] != surface2)
10176 surface2 = texturesurfacelist[j-1];
10177 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10184 for (i = 0;i < texturenumsurfaces;i++)
10186 surface = texturesurfacelist[i];
10187 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10192 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10194 switch(vid.renderpath)
10196 case RENDERPATH_CGGL:
10198 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10199 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10202 case RENDERPATH_GL20:
10203 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10204 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10206 case RENDERPATH_GL13:
10207 case RENDERPATH_GL11:
10208 R_Mesh_TexBind(0, surface->lightmaptexture);
10213 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10215 // pick the closest matching water plane and bind textures
10216 int planeindex, vertexindex;
10220 r_waterstate_waterplane_t *p, *bestp;
10223 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10226 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10228 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10229 d += fabs(PlaneDiff(vert, &p->plane));
10231 if (bestd > d || !bestp)
10237 switch(vid.renderpath)
10239 case RENDERPATH_CGGL:
10241 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10242 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10245 case RENDERPATH_GL20:
10246 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10247 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10249 case RENDERPATH_GL13:
10250 case RENDERPATH_GL11:
10255 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10258 const msurface_t *surface;
10259 if (r_waterstate.renderingscene)
10261 for (i = 0;i < texturenumsurfaces;i++)
10263 surface = texturesurfacelist[i];
10264 RSurf_BindLightmapForSurface(surface);
10265 RSurf_BindReflectionForSurface(surface);
10266 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10270 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10274 const msurface_t *surface = texturesurfacelist[0];
10275 const msurface_t *surface2;
10280 if (texturenumsurfaces == 1)
10282 RSurf_BindLightmapForSurface(surface);
10283 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10285 else if (r_batchmode.integer == 2)
10287 #define MAXBATCHTRIANGLES 4096
10288 int batchtriangles = 0;
10289 static int batchelements[MAXBATCHTRIANGLES*3];
10290 for (i = 0;i < texturenumsurfaces;i = j)
10292 surface = texturesurfacelist[i];
10293 RSurf_BindLightmapForSurface(surface);
10295 if (surface->num_triangles > MAXBATCHTRIANGLES)
10297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10300 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10301 batchtriangles = surface->num_triangles;
10302 firstvertex = surface->num_firstvertex;
10303 endvertex = surface->num_firstvertex + surface->num_vertices;
10304 for (;j < texturenumsurfaces;j++)
10306 surface2 = texturesurfacelist[j];
10307 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10309 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10310 batchtriangles += surface2->num_triangles;
10311 firstvertex = min(firstvertex, surface2->num_firstvertex);
10312 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10314 surface2 = texturesurfacelist[j-1];
10315 numvertices = endvertex - firstvertex;
10316 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10319 else if (r_batchmode.integer == 1)
10322 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10323 for (i = 0;i < texturenumsurfaces;i = j)
10325 surface = texturesurfacelist[i];
10326 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10327 if (texturesurfacelist[j] != surface2)
10329 Con_Printf(" %i", j - i);
10332 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10334 for (i = 0;i < texturenumsurfaces;i = j)
10336 surface = texturesurfacelist[i];
10337 RSurf_BindLightmapForSurface(surface);
10338 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10339 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10342 Con_Printf(" %i", j - i);
10344 surface2 = texturesurfacelist[j-1];
10345 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10346 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10347 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10355 for (i = 0;i < texturenumsurfaces;i++)
10357 surface = texturesurfacelist[i];
10358 RSurf_BindLightmapForSurface(surface);
10359 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10364 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10367 int texturesurfaceindex;
10368 if (r_showsurfaces.integer == 2)
10370 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10372 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10373 for (j = 0;j < surface->num_triangles;j++)
10375 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10376 GL_Color(f, f, f, 1);
10377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10383 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10385 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10386 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10387 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10388 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10393 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10395 int texturesurfaceindex;
10399 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10401 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10410 rsurface.lightmapcolor4f = rsurface.array_color4f;
10411 rsurface.lightmapcolor4f_bufferobject = 0;
10412 rsurface.lightmapcolor4f_bufferoffset = 0;
10415 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10417 int texturesurfaceindex;
10423 if (rsurface.lightmapcolor4f)
10425 // generate color arrays for the surfaces in this list
10426 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10428 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10429 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10431 f = RSurf_FogVertex(v);
10441 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10443 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10446 f = RSurf_FogVertex(v);
10454 rsurface.lightmapcolor4f = rsurface.array_color4f;
10455 rsurface.lightmapcolor4f_bufferobject = 0;
10456 rsurface.lightmapcolor4f_bufferoffset = 0;
10459 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10461 int texturesurfaceindex;
10467 if (!rsurface.lightmapcolor4f)
10469 // generate color arrays for the surfaces in this list
10470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10473 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10475 f = RSurf_FogVertex(v);
10476 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10477 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10478 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10482 rsurface.lightmapcolor4f = rsurface.array_color4f;
10483 rsurface.lightmapcolor4f_bufferobject = 0;
10484 rsurface.lightmapcolor4f_bufferoffset = 0;
10487 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10489 int texturesurfaceindex;
10493 if (!rsurface.lightmapcolor4f)
10495 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10497 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10498 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10506 rsurface.lightmapcolor4f = rsurface.array_color4f;
10507 rsurface.lightmapcolor4f_bufferobject = 0;
10508 rsurface.lightmapcolor4f_bufferoffset = 0;
10511 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10513 int texturesurfaceindex;
10517 if (!rsurface.lightmapcolor4f)
10519 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10521 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10522 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10524 c2[0] = c[0] + r_refdef.scene.ambient;
10525 c2[1] = c[1] + r_refdef.scene.ambient;
10526 c2[2] = c[2] + r_refdef.scene.ambient;
10530 rsurface.lightmapcolor4f = rsurface.array_color4f;
10531 rsurface.lightmapcolor4f_bufferobject = 0;
10532 rsurface.lightmapcolor4f_bufferoffset = 0;
10535 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10538 rsurface.lightmapcolor4f = NULL;
10539 rsurface.lightmapcolor4f_bufferobject = 0;
10540 rsurface.lightmapcolor4f_bufferoffset = 0;
10541 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10542 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10543 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10544 GL_Color(r, g, b, a);
10545 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10548 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10550 // TODO: optimize applyfog && applycolor case
10551 // just apply fog if necessary, and tint the fog color array if necessary
10552 rsurface.lightmapcolor4f = NULL;
10553 rsurface.lightmapcolor4f_bufferobject = 0;
10554 rsurface.lightmapcolor4f_bufferoffset = 0;
10555 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10556 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10557 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10558 GL_Color(r, g, b, a);
10559 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10562 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10564 int texturesurfaceindex;
10568 if (texturesurfacelist[0]->lightmapinfo)
10570 // generate color arrays for the surfaces in this list
10571 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10573 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10574 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10576 if (surface->lightmapinfo->samples)
10578 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10579 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10580 VectorScale(lm, scale, c);
10581 if (surface->lightmapinfo->styles[1] != 255)
10583 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10585 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10586 VectorMA(c, scale, lm, c);
10587 if (surface->lightmapinfo->styles[2] != 255)
10590 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10591 VectorMA(c, scale, lm, c);
10592 if (surface->lightmapinfo->styles[3] != 255)
10595 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10596 VectorMA(c, scale, lm, c);
10606 rsurface.lightmapcolor4f = rsurface.array_color4f;
10607 rsurface.lightmapcolor4f_bufferobject = 0;
10608 rsurface.lightmapcolor4f_bufferoffset = 0;
10612 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10613 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10614 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10616 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10617 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10618 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10619 GL_Color(r, g, b, a);
10620 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10623 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10625 int texturesurfaceindex;
10632 vec3_t ambientcolor;
10633 vec3_t diffusecolor;
10637 VectorCopy(rsurface.modellight_lightdir, lightdir);
10638 f = 0.5f * r_refdef.lightmapintensity;
10639 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10640 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10641 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10642 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10643 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10644 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10646 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10648 // generate color arrays for the surfaces in this list
10649 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10651 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10652 int numverts = surface->num_vertices;
10653 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10654 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10655 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10656 // q3-style directional shading
10657 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10659 if ((f = DotProduct(n, lightdir)) > 0)
10660 VectorMA(ambientcolor, f, diffusecolor, c);
10662 VectorCopy(ambientcolor, c);
10670 rsurface.lightmapcolor4f = rsurface.array_color4f;
10671 rsurface.lightmapcolor4f_bufferobject = 0;
10672 rsurface.lightmapcolor4f_bufferoffset = 0;
10673 *applycolor = false;
10677 *r = ambientcolor[0];
10678 *g = ambientcolor[1];
10679 *b = ambientcolor[2];
10680 rsurface.lightmapcolor4f = NULL;
10681 rsurface.lightmapcolor4f_bufferobject = 0;
10682 rsurface.lightmapcolor4f_bufferoffset = 0;
10686 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10688 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10689 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10690 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10691 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10692 GL_Color(r, g, b, a);
10693 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10696 void RSurf_SetupDepthAndCulling(void)
10698 // submodels are biased to avoid z-fighting with world surfaces that they
10699 // may be exactly overlapping (avoids z-fighting artifacts on certain
10700 // doors and things in Quake maps)
10701 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10702 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10703 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10704 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10707 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10709 // transparent sky would be ridiculous
10710 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10712 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10713 skyrenderlater = true;
10714 RSurf_SetupDepthAndCulling();
10715 GL_DepthMask(true);
10716 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10717 // skymasking on them, and Quake3 never did sky masking (unlike
10718 // software Quake and software Quake2), so disable the sky masking
10719 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10720 // and skymasking also looks very bad when noclipping outside the
10721 // level, so don't use it then either.
10722 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10724 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725 R_Mesh_ColorPointer(NULL, 0, 0);
10726 R_Mesh_ResetTextureState();
10727 if (skyrendermasked)
10729 R_SetupShader_DepthOrShadow();
10730 // depth-only (masking)
10731 GL_ColorMask(0,0,0,0);
10732 // just to make sure that braindead drivers don't draw
10733 // anything despite that colormask...
10734 GL_BlendFunc(GL_ZERO, GL_ONE);
10738 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10740 GL_BlendFunc(GL_ONE, GL_ZERO);
10742 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10743 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10744 if (skyrendermasked)
10745 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10747 R_Mesh_ResetTextureState();
10748 GL_Color(1, 1, 1, 1);
10751 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10752 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10753 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10755 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10757 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10760 // render screenspace normalmap to texture
10761 GL_DepthMask(true);
10762 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10763 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10765 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10767 // render water or distortion background, then blend surface on top
10768 GL_DepthMask(true);
10769 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10770 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10771 GL_DepthMask(false);
10772 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10773 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10774 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10776 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10780 // render surface normally
10781 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10782 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10784 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10785 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10786 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10788 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10792 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10794 // OpenGL 1.3 path - anything not completely ancient
10795 int texturesurfaceindex;
10796 qboolean applycolor;
10799 const texturelayer_t *layer;
10800 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10802 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10805 int layertexrgbscale;
10806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10808 if (layerindex == 0)
10809 GL_AlphaTest(true);
10812 GL_AlphaTest(false);
10813 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10816 GL_DepthMask(layer->depthmask && writedepth);
10817 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10818 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10820 layertexrgbscale = 4;
10821 VectorScale(layer->color, 0.25f, layercolor);
10823 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10825 layertexrgbscale = 2;
10826 VectorScale(layer->color, 0.5f, layercolor);
10830 layertexrgbscale = 1;
10831 VectorScale(layer->color, 1.0f, layercolor);
10833 layercolor[3] = layer->color[3];
10834 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10835 R_Mesh_ColorPointer(NULL, 0, 0);
10836 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10837 switch (layer->type)
10839 case TEXTURELAYERTYPE_LITTEXTURE:
10840 // single-pass lightmapped texture with 2x rgbscale
10841 R_Mesh_TexBind(0, r_texture_white);
10842 R_Mesh_TexMatrix(0, NULL);
10843 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10844 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10845 R_Mesh_TexBind(1, layer->texture);
10846 R_Mesh_TexMatrix(1, &layer->texmatrix);
10847 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10849 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10850 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851 else if (rsurface.uselightmaptexture)
10852 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10854 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10856 case TEXTURELAYERTYPE_TEXTURE:
10857 // singletexture unlit texture with transparency support
10858 R_Mesh_TexBind(0, layer->texture);
10859 R_Mesh_TexMatrix(0, &layer->texmatrix);
10860 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10861 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10862 R_Mesh_TexBind(1, 0);
10863 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10864 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10866 case TEXTURELAYERTYPE_FOG:
10867 // singletexture fogging
10868 if (layer->texture)
10870 R_Mesh_TexBind(0, layer->texture);
10871 R_Mesh_TexMatrix(0, &layer->texmatrix);
10872 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10873 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10877 R_Mesh_TexBind(0, 0);
10878 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10880 R_Mesh_TexBind(1, 0);
10881 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10882 // generate a color array for the fog pass
10883 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10884 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10890 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10891 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10893 f = 1 - RSurf_FogVertex(v);
10894 c[0] = layercolor[0];
10895 c[1] = layercolor[1];
10896 c[2] = layercolor[2];
10897 c[3] = f * layercolor[3];
10900 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10903 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10907 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10909 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10910 GL_AlphaTest(false);
10914 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10916 // OpenGL 1.1 - crusty old voodoo path
10917 int texturesurfaceindex;
10920 const texturelayer_t *layer;
10921 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10923 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10925 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10927 if (layerindex == 0)
10928 GL_AlphaTest(true);
10931 GL_AlphaTest(false);
10932 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10935 GL_DepthMask(layer->depthmask && writedepth);
10936 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10937 R_Mesh_ColorPointer(NULL, 0, 0);
10938 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10939 switch (layer->type)
10941 case TEXTURELAYERTYPE_LITTEXTURE:
10942 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10944 // two-pass lit texture with 2x rgbscale
10945 // first the lightmap pass
10946 R_Mesh_TexBind(0, r_texture_white);
10947 R_Mesh_TexMatrix(0, NULL);
10948 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10949 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10951 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10952 else if (rsurface.uselightmaptexture)
10953 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10955 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10956 // then apply the texture to it
10957 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10958 R_Mesh_TexBind(0, layer->texture);
10959 R_Mesh_TexMatrix(0, &layer->texmatrix);
10960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10961 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10962 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10966 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10967 R_Mesh_TexBind(0, layer->texture);
10968 R_Mesh_TexMatrix(0, &layer->texmatrix);
10969 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10970 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10972 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10974 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10977 case TEXTURELAYERTYPE_TEXTURE:
10978 // singletexture unlit texture with transparency support
10979 R_Mesh_TexBind(0, layer->texture);
10980 R_Mesh_TexMatrix(0, &layer->texmatrix);
10981 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10982 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10983 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10985 case TEXTURELAYERTYPE_FOG:
10986 // singletexture fogging
10987 if (layer->texture)
10989 R_Mesh_TexBind(0, layer->texture);
10990 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10996 R_Mesh_TexBind(0, 0);
10997 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10999 // generate a color array for the fog pass
11000 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11001 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11007 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11008 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11010 f = 1 - RSurf_FogVertex(v);
11011 c[0] = layer->color[0];
11012 c[1] = layer->color[1];
11013 c[2] = layer->color[2];
11014 c[3] = f * layer->color[3];
11017 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11020 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11024 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11026 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11027 GL_AlphaTest(false);
11031 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11035 GL_AlphaTest(false);
11036 R_Mesh_ColorPointer(NULL, 0, 0);
11037 R_Mesh_ResetTextureState();
11038 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11040 if(rsurface.texture && rsurface.texture->currentskinframe)
11042 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11043 c[3] *= rsurface.texture->currentalpha;
11053 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11055 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11056 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11057 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11060 // brighten it up (as texture value 127 means "unlit")
11061 c[0] *= 2 * r_refdef.view.colorscale;
11062 c[1] *= 2 * r_refdef.view.colorscale;
11063 c[2] *= 2 * r_refdef.view.colorscale;
11065 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11066 c[3] *= r_wateralpha.value;
11068 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11071 GL_DepthMask(false);
11073 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11075 GL_BlendFunc(GL_ONE, GL_ONE);
11076 GL_DepthMask(false);
11078 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11081 GL_DepthMask(false);
11083 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11085 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11086 GL_DepthMask(false);
11090 GL_BlendFunc(GL_ONE, GL_ZERO);
11091 GL_DepthMask(writedepth);
11094 rsurface.lightmapcolor4f = NULL;
11096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11098 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11100 rsurface.lightmapcolor4f = NULL;
11101 rsurface.lightmapcolor4f_bufferobject = 0;
11102 rsurface.lightmapcolor4f_bufferoffset = 0;
11104 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11106 qboolean applycolor = true;
11109 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11111 r_refdef.lightmapintensity = 1;
11112 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11113 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11117 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11119 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11120 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11121 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11124 if(!rsurface.lightmapcolor4f)
11125 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11127 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11128 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11129 if(r_refdef.fogenabled)
11130 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11132 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11133 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11136 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11139 RSurf_SetupDepthAndCulling();
11140 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11142 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11145 switch (vid.renderpath)
11147 case RENDERPATH_GL20:
11148 case RENDERPATH_CGGL:
11149 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11151 case RENDERPATH_GL13:
11152 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11154 case RENDERPATH_GL11:
11155 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11161 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11164 RSurf_SetupDepthAndCulling();
11165 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11167 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11170 switch (vid.renderpath)
11172 case RENDERPATH_GL20:
11173 case RENDERPATH_CGGL:
11174 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11176 case RENDERPATH_GL13:
11177 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11179 case RENDERPATH_GL11:
11180 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11186 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11189 int texturenumsurfaces, endsurface;
11190 texture_t *texture;
11191 const msurface_t *surface;
11192 const msurface_t *texturesurfacelist[256];
11194 // if the model is static it doesn't matter what value we give for
11195 // wantnormals and wanttangents, so this logic uses only rules applicable
11196 // to a model, knowing that they are meaningless otherwise
11197 if (ent == r_refdef.scene.worldentity)
11198 RSurf_ActiveWorldEntity();
11199 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11200 RSurf_ActiveModelEntity(ent, false, false, false);
11203 switch (vid.renderpath)
11205 case RENDERPATH_GL20:
11206 case RENDERPATH_CGGL:
11207 RSurf_ActiveModelEntity(ent, true, true, false);
11209 case RENDERPATH_GL13:
11210 case RENDERPATH_GL11:
11211 RSurf_ActiveModelEntity(ent, true, false, false);
11216 if (r_transparentdepthmasking.integer)
11218 qboolean setup = false;
11219 for (i = 0;i < numsurfaces;i = j)
11222 surface = rsurface.modelsurfaces + surfacelist[i];
11223 texture = surface->texture;
11224 rsurface.texture = R_GetCurrentTexture(texture);
11225 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11226 // scan ahead until we find a different texture
11227 endsurface = min(i + 1024, numsurfaces);
11228 texturenumsurfaces = 0;
11229 texturesurfacelist[texturenumsurfaces++] = surface;
11230 for (;j < endsurface;j++)
11232 surface = rsurface.modelsurfaces + surfacelist[j];
11233 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11235 texturesurfacelist[texturenumsurfaces++] = surface;
11237 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11239 // render the range of surfaces as depth
11243 GL_ColorMask(0,0,0,0);
11245 GL_DepthTest(true);
11246 GL_BlendFunc(GL_ONE, GL_ZERO);
11247 GL_DepthMask(true);
11248 GL_AlphaTest(false);
11249 R_Mesh_ColorPointer(NULL, 0, 0);
11250 R_Mesh_ResetTextureState();
11251 R_SetupShader_DepthOrShadow();
11253 RSurf_SetupDepthAndCulling();
11254 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11258 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11261 for (i = 0;i < numsurfaces;i = j)
11264 surface = rsurface.modelsurfaces + surfacelist[i];
11265 texture = surface->texture;
11266 rsurface.texture = R_GetCurrentTexture(texture);
11267 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11268 // scan ahead until we find a different texture
11269 endsurface = min(i + 1024, numsurfaces);
11270 texturenumsurfaces = 0;
11271 texturesurfacelist[texturenumsurfaces++] = surface;
11272 for (;j < endsurface;j++)
11274 surface = rsurface.modelsurfaces + surfacelist[j];
11275 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11277 texturesurfacelist[texturenumsurfaces++] = surface;
11279 // render the range of surfaces
11280 if (ent == r_refdef.scene.worldentity)
11281 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11283 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11285 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11286 GL_AlphaTest(false);
11289 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11291 // transparent surfaces get pushed off into the transparent queue
11292 int surfacelistindex;
11293 const msurface_t *surface;
11294 vec3_t tempcenter, center;
11295 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11297 surface = texturesurfacelist[surfacelistindex];
11298 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11299 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11300 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11301 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11302 if (queueentity->transparent_offset) // transparent offset
11304 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11305 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11306 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11308 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11312 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11314 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11318 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11320 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11322 RSurf_SetupDepthAndCulling();
11323 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11324 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11328 if (!rsurface.texture->currentnumlayers)
11330 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11331 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11333 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11335 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11337 RSurf_SetupDepthAndCulling();
11338 GL_AlphaTest(false);
11339 R_Mesh_ColorPointer(NULL, 0, 0);
11340 R_Mesh_ResetTextureState();
11341 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11342 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11343 GL_DepthMask(true);
11344 GL_BlendFunc(GL_ONE, GL_ZERO);
11345 GL_Color(0, 0, 0, 1);
11346 GL_DepthTest(writedepth);
11347 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11349 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11351 RSurf_SetupDepthAndCulling();
11352 GL_AlphaTest(false);
11353 R_Mesh_ColorPointer(NULL, 0, 0);
11354 R_Mesh_ResetTextureState();
11355 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11356 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11357 GL_DepthMask(true);
11358 GL_BlendFunc(GL_ONE, GL_ZERO);
11359 GL_DepthTest(true);
11360 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11363 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11364 else if (!rsurface.texture->currentnumlayers)
11366 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11368 // in the deferred case, transparent surfaces were queued during prepass
11369 if (!r_shadow_usingdeferredprepass)
11370 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11374 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11375 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11380 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11383 texture_t *texture;
11384 // break the surface list down into batches by texture and use of lightmapping
11385 for (i = 0;i < numsurfaces;i = j)
11388 // texture is the base texture pointer, rsurface.texture is the
11389 // current frame/skin the texture is directing us to use (for example
11390 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11391 // use skin 1 instead)
11392 texture = surfacelist[i]->texture;
11393 rsurface.texture = R_GetCurrentTexture(texture);
11394 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11395 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11397 // if this texture is not the kind we want, skip ahead to the next one
11398 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11402 // simply scan ahead until we find a different texture or lightmap state
11403 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11405 // render the range of surfaces
11406 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11410 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11415 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11417 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11419 RSurf_SetupDepthAndCulling();
11420 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11421 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11425 if (!rsurface.texture->currentnumlayers)
11427 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11428 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11430 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11432 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11434 RSurf_SetupDepthAndCulling();
11435 GL_AlphaTest(false);
11436 R_Mesh_ColorPointer(NULL, 0, 0);
11437 R_Mesh_ResetTextureState();
11438 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11439 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11440 GL_DepthMask(true);
11441 GL_BlendFunc(GL_ONE, GL_ZERO);
11442 GL_Color(0, 0, 0, 1);
11443 GL_DepthTest(writedepth);
11444 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11446 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11448 RSurf_SetupDepthAndCulling();
11449 GL_AlphaTest(false);
11450 R_Mesh_ColorPointer(NULL, 0, 0);
11451 R_Mesh_ResetTextureState();
11452 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11453 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11454 GL_DepthMask(true);
11455 GL_BlendFunc(GL_ONE, GL_ZERO);
11456 GL_DepthTest(true);
11457 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11459 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11460 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11461 else if (!rsurface.texture->currentnumlayers)
11463 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11465 // in the deferred case, transparent surfaces were queued during prepass
11466 if (!r_shadow_usingdeferredprepass)
11467 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11471 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11472 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11477 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11480 texture_t *texture;
11481 // break the surface list down into batches by texture and use of lightmapping
11482 for (i = 0;i < numsurfaces;i = j)
11485 // texture is the base texture pointer, rsurface.texture is the
11486 // current frame/skin the texture is directing us to use (for example
11487 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11488 // use skin 1 instead)
11489 texture = surfacelist[i]->texture;
11490 rsurface.texture = R_GetCurrentTexture(texture);
11491 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11492 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11494 // if this texture is not the kind we want, skip ahead to the next one
11495 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11499 // simply scan ahead until we find a different texture or lightmap state
11500 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11502 // render the range of surfaces
11503 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11507 float locboxvertex3f[6*4*3] =
11509 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11510 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11511 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11512 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11513 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11514 1,0,0, 0,0,0, 0,1,0, 1,1,0
11517 unsigned short locboxelements[6*2*3] =
11522 12,13,14, 12,14,15,
11523 16,17,18, 16,18,19,
11527 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11530 cl_locnode_t *loc = (cl_locnode_t *)ent;
11532 float vertex3f[6*4*3];
11534 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11535 GL_DepthMask(false);
11536 GL_DepthRange(0, 1);
11537 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11538 GL_DepthTest(true);
11539 GL_CullFace(GL_NONE);
11540 R_EntityMatrix(&identitymatrix);
11542 R_Mesh_VertexPointer(vertex3f, 0, 0);
11543 R_Mesh_ColorPointer(NULL, 0, 0);
11544 R_Mesh_ResetTextureState();
11545 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11547 i = surfacelist[0];
11548 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11551 surfacelist[0] < 0 ? 0.5f : 0.125f);
11553 if (VectorCompare(loc->mins, loc->maxs))
11555 VectorSet(size, 2, 2, 2);
11556 VectorMA(loc->mins, -0.5f, size, mins);
11560 VectorCopy(loc->mins, mins);
11561 VectorSubtract(loc->maxs, loc->mins, size);
11564 for (i = 0;i < 6*4*3;)
11565 for (j = 0;j < 3;j++, i++)
11566 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11568 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11571 void R_DrawLocs(void)
11574 cl_locnode_t *loc, *nearestloc;
11576 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11577 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11579 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11580 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11584 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11586 if (decalsystem->decals)
11587 Mem_Free(decalsystem->decals);
11588 memset(decalsystem, 0, sizeof(*decalsystem));
11591 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11594 tridecal_t *decals;
11597 // expand or initialize the system
11598 if (decalsystem->maxdecals <= decalsystem->numdecals)
11600 decalsystem_t old = *decalsystem;
11601 qboolean useshortelements;
11602 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11603 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11604 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11605 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11606 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11607 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11608 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11609 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11610 if (decalsystem->numdecals)
11611 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11613 Mem_Free(old.decals);
11614 for (i = 0;i < decalsystem->maxdecals*3;i++)
11615 decalsystem->element3i[i] = i;
11616 if (useshortelements)
11617 for (i = 0;i < decalsystem->maxdecals*3;i++)
11618 decalsystem->element3s[i] = i;
11621 // grab a decal and search for another free slot for the next one
11622 decals = decalsystem->decals;
11623 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11624 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11626 decalsystem->freedecal = i;
11627 if (decalsystem->numdecals <= i)
11628 decalsystem->numdecals = i + 1;
11630 // initialize the decal
11632 decal->triangleindex = triangleindex;
11633 decal->surfaceindex = surfaceindex;
11634 decal->decalsequence = decalsequence;
11635 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11636 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11637 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11638 decal->color4ub[0][3] = 255;
11639 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11640 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11641 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11642 decal->color4ub[1][3] = 255;
11643 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11644 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11645 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11646 decal->color4ub[2][3] = 255;
11647 decal->vertex3f[0][0] = v0[0];
11648 decal->vertex3f[0][1] = v0[1];
11649 decal->vertex3f[0][2] = v0[2];
11650 decal->vertex3f[1][0] = v1[0];
11651 decal->vertex3f[1][1] = v1[1];
11652 decal->vertex3f[1][2] = v1[2];
11653 decal->vertex3f[2][0] = v2[0];
11654 decal->vertex3f[2][1] = v2[1];
11655 decal->vertex3f[2][2] = v2[2];
11656 decal->texcoord2f[0][0] = t0[0];
11657 decal->texcoord2f[0][1] = t0[1];
11658 decal->texcoord2f[1][0] = t1[0];
11659 decal->texcoord2f[1][1] = t1[1];
11660 decal->texcoord2f[2][0] = t2[0];
11661 decal->texcoord2f[2][1] = t2[1];
11664 extern cvar_t cl_decals_bias;
11665 extern cvar_t cl_decals_models;
11666 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11667 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11669 matrix4x4_t projection;
11670 decalsystem_t *decalsystem;
11673 const float *vertex3f;
11674 const msurface_t *surface;
11675 const msurface_t *surfaces;
11676 const int *surfacelist;
11677 const texture_t *texture;
11679 int numsurfacelist;
11680 int surfacelistindex;
11687 float localorigin[3];
11688 float localnormal[3];
11689 float localmins[3];
11690 float localmaxs[3];
11696 float planes[6][4];
11698 float points[2][9][3];
11702 decalsystem = &ent->decalsystem;
11703 model = ent->model;
11704 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11706 R_DecalSystem_Reset(&ent->decalsystem);
11710 if (!model->brush.data_nodes && !cl_decals_models.integer)
11712 if (decalsystem->model)
11713 R_DecalSystem_Reset(decalsystem);
11717 if (decalsystem->model != model)
11718 R_DecalSystem_Reset(decalsystem);
11719 decalsystem->model = model;
11721 RSurf_ActiveModelEntity(ent, false, false, false);
11723 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11724 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11725 VectorNormalize(localnormal);
11726 localsize = worldsize*rsurface.inversematrixscale;
11727 localmins[0] = localorigin[0] - localsize;
11728 localmins[1] = localorigin[1] - localsize;
11729 localmins[2] = localorigin[2] - localsize;
11730 localmaxs[0] = localorigin[0] + localsize;
11731 localmaxs[1] = localorigin[1] + localsize;
11732 localmaxs[2] = localorigin[2] + localsize;
11734 //VectorCopy(localnormal, planes[4]);
11735 //VectorVectors(planes[4], planes[2], planes[0]);
11736 AnglesFromVectors(angles, localnormal, NULL, false);
11737 AngleVectors(angles, planes[0], planes[2], planes[4]);
11738 VectorNegate(planes[0], planes[1]);
11739 VectorNegate(planes[2], planes[3]);
11740 VectorNegate(planes[4], planes[5]);
11741 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11742 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11743 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11744 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11745 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11746 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11751 matrix4x4_t forwardprojection;
11752 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11753 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11758 float projectionvector[4][3];
11759 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11760 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11761 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11762 projectionvector[0][0] = planes[0][0] * ilocalsize;
11763 projectionvector[0][1] = planes[1][0] * ilocalsize;
11764 projectionvector[0][2] = planes[2][0] * ilocalsize;
11765 projectionvector[1][0] = planes[0][1] * ilocalsize;
11766 projectionvector[1][1] = planes[1][1] * ilocalsize;
11767 projectionvector[1][2] = planes[2][1] * ilocalsize;
11768 projectionvector[2][0] = planes[0][2] * ilocalsize;
11769 projectionvector[2][1] = planes[1][2] * ilocalsize;
11770 projectionvector[2][2] = planes[2][2] * ilocalsize;
11771 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11772 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11773 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11774 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11778 dynamic = model->surfmesh.isanimated;
11779 vertex3f = rsurface.modelvertex3f;
11780 numsurfacelist = model->nummodelsurfaces;
11781 surfacelist = model->sortedmodelsurfaces;
11782 surfaces = model->data_surfaces;
11783 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11785 surfaceindex = surfacelist[surfacelistindex];
11786 surface = surfaces + surfaceindex;
11787 // check cull box first because it rejects more than any other check
11788 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11790 // skip transparent surfaces
11791 texture = surface->texture;
11792 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11794 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11796 numtriangles = surface->num_triangles;
11797 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11799 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11801 index = 3*e[cornerindex];
11802 VectorCopy(vertex3f + index, v[cornerindex]);
11805 //TriangleNormal(v[0], v[1], v[2], normal);
11806 //if (DotProduct(normal, localnormal) < 0.0f)
11808 // clip by each of the box planes formed from the projection matrix
11809 // if anything survives, we emit the decal
11810 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11813 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11816 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11819 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11822 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11825 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11828 // some part of the triangle survived, so we have to accept it...
11831 // dynamic always uses the original triangle
11833 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11835 index = 3*e[cornerindex];
11836 VectorCopy(vertex3f + index, v[cornerindex]);
11839 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11841 // convert vertex positions to texcoords
11842 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11843 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11844 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11845 // calculate distance fade from the projection origin
11846 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11847 f = bound(0.0f, f, 1.0f);
11848 c[cornerindex][0] = r * f;
11849 c[cornerindex][1] = g * f;
11850 c[cornerindex][2] = b * f;
11851 c[cornerindex][3] = 1.0f;
11852 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11855 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11857 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11858 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11863 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11864 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11866 int renderentityindex;
11867 float worldmins[3];
11868 float worldmaxs[3];
11869 entity_render_t *ent;
11871 if (!cl_decals_newsystem.integer)
11874 worldmins[0] = worldorigin[0] - worldsize;
11875 worldmins[1] = worldorigin[1] - worldsize;
11876 worldmins[2] = worldorigin[2] - worldsize;
11877 worldmaxs[0] = worldorigin[0] + worldsize;
11878 worldmaxs[1] = worldorigin[1] + worldsize;
11879 worldmaxs[2] = worldorigin[2] + worldsize;
11881 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11883 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11885 ent = r_refdef.scene.entities[renderentityindex];
11886 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11889 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11893 typedef struct r_decalsystem_splatqueue_s
11895 vec3_t worldorigin;
11896 vec3_t worldnormal;
11902 r_decalsystem_splatqueue_t;
11904 int r_decalsystem_numqueued = 0;
11905 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11907 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11909 r_decalsystem_splatqueue_t *queue;
11911 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11914 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11915 VectorCopy(worldorigin, queue->worldorigin);
11916 VectorCopy(worldnormal, queue->worldnormal);
11917 Vector4Set(queue->color, r, g, b, a);
11918 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11919 queue->worldsize = worldsize;
11920 queue->decalsequence = cl.decalsequence++;
11923 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11926 r_decalsystem_splatqueue_t *queue;
11928 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11929 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11930 r_decalsystem_numqueued = 0;
11933 extern cvar_t cl_decals_max;
11934 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11937 decalsystem_t *decalsystem = &ent->decalsystem;
11944 if (!decalsystem->numdecals)
11947 if (r_showsurfaces.integer)
11950 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11952 R_DecalSystem_Reset(decalsystem);
11956 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11957 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11959 if (decalsystem->lastupdatetime)
11960 frametime = (cl.time - decalsystem->lastupdatetime);
11963 decalsystem->lastupdatetime = cl.time;
11964 decal = decalsystem->decals;
11965 numdecals = decalsystem->numdecals;
11967 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11969 if (decal->color4ub[0][3])
11971 decal->lived += frametime;
11972 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11974 memset(decal, 0, sizeof(*decal));
11975 if (decalsystem->freedecal > i)
11976 decalsystem->freedecal = i;
11980 decal = decalsystem->decals;
11981 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11984 // collapse the array by shuffling the tail decals into the gaps
11987 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11988 decalsystem->freedecal++;
11989 if (decalsystem->freedecal == numdecals)
11991 decal[decalsystem->freedecal] = decal[--numdecals];
11994 decalsystem->numdecals = numdecals;
11996 if (numdecals <= 0)
11998 // if there are no decals left, reset decalsystem
11999 R_DecalSystem_Reset(decalsystem);
12003 extern skinframe_t *decalskinframe;
12004 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12007 decalsystem_t *decalsystem = &ent->decalsystem;
12016 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12019 numdecals = decalsystem->numdecals;
12023 if (r_showsurfaces.integer)
12026 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12028 R_DecalSystem_Reset(decalsystem);
12032 // if the model is static it doesn't matter what value we give for
12033 // wantnormals and wanttangents, so this logic uses only rules applicable
12034 // to a model, knowing that they are meaningless otherwise
12035 if (ent == r_refdef.scene.worldentity)
12036 RSurf_ActiveWorldEntity();
12038 RSurf_ActiveModelEntity(ent, false, false, false);
12040 decalsystem->lastupdatetime = cl.time;
12041 decal = decalsystem->decals;
12043 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12045 // update vertex positions for animated models
12046 v3f = decalsystem->vertex3f;
12047 c4f = decalsystem->color4f;
12048 t2f = decalsystem->texcoord2f;
12049 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12051 if (!decal->color4ub[0][3])
12054 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12057 // update color values for fading decals
12058 if (decal->lived >= cl_decals_time.value)
12060 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12061 alpha *= (1.0f/255.0f);
12064 alpha = 1.0f/255.0f;
12066 c4f[ 0] = decal->color4ub[0][0] * alpha;
12067 c4f[ 1] = decal->color4ub[0][1] * alpha;
12068 c4f[ 2] = decal->color4ub[0][2] * alpha;
12070 c4f[ 4] = decal->color4ub[1][0] * alpha;
12071 c4f[ 5] = decal->color4ub[1][1] * alpha;
12072 c4f[ 6] = decal->color4ub[1][2] * alpha;
12074 c4f[ 8] = decal->color4ub[2][0] * alpha;
12075 c4f[ 9] = decal->color4ub[2][1] * alpha;
12076 c4f[10] = decal->color4ub[2][2] * alpha;
12079 t2f[0] = decal->texcoord2f[0][0];
12080 t2f[1] = decal->texcoord2f[0][1];
12081 t2f[2] = decal->texcoord2f[1][0];
12082 t2f[3] = decal->texcoord2f[1][1];
12083 t2f[4] = decal->texcoord2f[2][0];
12084 t2f[5] = decal->texcoord2f[2][1];
12086 // update vertex positions for animated models
12087 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12089 e = rsurface.modelelement3i + 3*decal->triangleindex;
12090 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12091 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12092 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12096 VectorCopy(decal->vertex3f[0], v3f);
12097 VectorCopy(decal->vertex3f[1], v3f + 3);
12098 VectorCopy(decal->vertex3f[2], v3f + 6);
12109 r_refdef.stats.drawndecals += numtris;
12111 if (r_refdef.fogenabled)
12113 switch(vid.renderpath)
12115 case RENDERPATH_GL20:
12116 case RENDERPATH_CGGL:
12117 case RENDERPATH_GL13:
12118 case RENDERPATH_GL11:
12119 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12121 alpha = RSurf_FogVertex(v3f);
12130 // now render the decals all at once
12131 // (this assumes they all use one particle font texture!)
12132 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12133 R_Mesh_ResetTextureState();
12134 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12135 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12136 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12137 GL_DepthMask(false);
12138 GL_DepthRange(0, 1);
12139 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12140 GL_DepthTest(true);
12141 GL_CullFace(GL_NONE);
12142 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12143 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12144 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12148 static void R_DrawModelDecals(void)
12152 // fade faster when there are too many decals
12153 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12154 for (i = 0;i < r_refdef.scene.numentities;i++)
12155 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12157 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12158 for (i = 0;i < r_refdef.scene.numentities;i++)
12159 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12162 R_DecalSystem_ApplySplatEntitiesQueue();
12164 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12165 for (i = 0;i < r_refdef.scene.numentities;i++)
12166 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12168 r_refdef.stats.totaldecals += numdecals;
12170 if (r_showsurfaces.integer)
12173 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12175 for (i = 0;i < r_refdef.scene.numentities;i++)
12177 if (!r_refdef.viewcache.entityvisible[i])
12179 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12180 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12184 void R_DrawDebugModel(void)
12186 entity_render_t *ent = rsurface.entity;
12187 int i, j, k, l, flagsmask;
12189 const msurface_t *surface;
12190 dp_model_t *model = ent->model;
12193 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12195 R_Mesh_ColorPointer(NULL, 0, 0);
12196 R_Mesh_ResetTextureState();
12197 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12198 GL_DepthRange(0, 1);
12199 GL_DepthTest(!r_showdisabledepthtest.integer);
12200 GL_DepthMask(false);
12201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12203 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12205 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12206 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12208 if (brush->colbrushf && brush->colbrushf->numtriangles)
12210 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12211 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12212 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12215 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12217 if (surface->num_collisiontriangles)
12219 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12220 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12221 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12226 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12228 if (r_showtris.integer || r_shownormals.integer)
12230 if (r_showdisabledepthtest.integer)
12232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12233 GL_DepthMask(false);
12237 GL_BlendFunc(GL_ONE, GL_ZERO);
12238 GL_DepthMask(true);
12240 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12242 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12244 rsurface.texture = R_GetCurrentTexture(surface->texture);
12245 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12247 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12248 if (r_showtris.value > 0)
12250 if (!rsurface.texture->currentlayers->depthmask)
12251 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12252 else if (ent == r_refdef.scene.worldentity)
12253 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12255 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12256 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12257 R_Mesh_ColorPointer(NULL, 0, 0);
12258 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12259 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12260 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12262 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12265 if (r_shownormals.value < 0)
12267 qglBegin(GL_LINES);
12268 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12270 VectorCopy(rsurface.vertex3f + l * 3, v);
12271 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12272 qglVertex3f(v[0], v[1], v[2]);
12273 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12274 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12275 qglVertex3f(v[0], v[1], v[2]);
12280 if (r_shownormals.value > 0)
12282 qglBegin(GL_LINES);
12283 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12285 VectorCopy(rsurface.vertex3f + l * 3, v);
12286 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12287 qglVertex3f(v[0], v[1], v[2]);
12288 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12289 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12290 qglVertex3f(v[0], v[1], v[2]);
12294 qglBegin(GL_LINES);
12295 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12297 VectorCopy(rsurface.vertex3f + l * 3, v);
12298 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12299 qglVertex3f(v[0], v[1], v[2]);
12300 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12301 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12302 qglVertex3f(v[0], v[1], v[2]);
12306 qglBegin(GL_LINES);
12307 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12309 VectorCopy(rsurface.vertex3f + l * 3, v);
12310 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12311 qglVertex3f(v[0], v[1], v[2]);
12312 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12313 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12314 qglVertex3f(v[0], v[1], v[2]);
12321 rsurface.texture = NULL;
12325 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12326 int r_maxsurfacelist = 0;
12327 const msurface_t **r_surfacelist = NULL;
12328 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12330 int i, j, endj, flagsmask;
12331 dp_model_t *model = r_refdef.scene.worldmodel;
12332 msurface_t *surfaces;
12333 unsigned char *update;
12334 int numsurfacelist = 0;
12338 if (r_maxsurfacelist < model->num_surfaces)
12340 r_maxsurfacelist = model->num_surfaces;
12342 Mem_Free((msurface_t**)r_surfacelist);
12343 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12346 RSurf_ActiveWorldEntity();
12348 surfaces = model->data_surfaces;
12349 update = model->brushq1.lightmapupdateflags;
12351 // update light styles on this submodel
12352 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12354 model_brush_lightstyleinfo_t *style;
12355 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12357 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12359 int *list = style->surfacelist;
12360 style->value = r_refdef.scene.lightstylevalue[style->style];
12361 for (j = 0;j < style->numsurfaces;j++)
12362 update[list[j]] = true;
12367 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12371 R_DrawDebugModel();
12372 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12376 rsurface.uselightmaptexture = false;
12377 rsurface.texture = NULL;
12378 rsurface.rtlight = NULL;
12379 numsurfacelist = 0;
12380 // add visible surfaces to draw list
12381 for (i = 0;i < model->nummodelsurfaces;i++)
12383 j = model->sortedmodelsurfaces[i];
12384 if (r_refdef.viewcache.world_surfacevisible[j])
12385 r_surfacelist[numsurfacelist++] = surfaces + j;
12387 // update lightmaps if needed
12388 if (model->brushq1.firstrender)
12390 model->brushq1.firstrender = false;
12391 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12393 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12397 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12398 if (r_refdef.viewcache.world_surfacevisible[j])
12400 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12402 // don't do anything if there were no surfaces
12403 if (!numsurfacelist)
12405 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12408 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12409 GL_AlphaTest(false);
12411 // add to stats if desired
12412 if (r_speeds.integer && !skysurfaces && !depthonly)
12414 r_refdef.stats.world_surfaces += numsurfacelist;
12415 for (j = 0;j < numsurfacelist;j++)
12416 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12422 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12424 int i, j, endj, flagsmask;
12425 dp_model_t *model = ent->model;
12426 msurface_t *surfaces;
12427 unsigned char *update;
12428 int numsurfacelist = 0;
12432 if (r_maxsurfacelist < model->num_surfaces)
12434 r_maxsurfacelist = model->num_surfaces;
12436 Mem_Free((msurface_t **)r_surfacelist);
12437 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12440 // if the model is static it doesn't matter what value we give for
12441 // wantnormals and wanttangents, so this logic uses only rules applicable
12442 // to a model, knowing that they are meaningless otherwise
12443 if (ent == r_refdef.scene.worldentity)
12444 RSurf_ActiveWorldEntity();
12445 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12446 RSurf_ActiveModelEntity(ent, false, false, false);
12448 RSurf_ActiveModelEntity(ent, true, true, true);
12449 else if (depthonly)
12451 switch (vid.renderpath)
12453 case RENDERPATH_GL20:
12454 case RENDERPATH_CGGL:
12455 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12457 case RENDERPATH_GL13:
12458 case RENDERPATH_GL11:
12459 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12465 switch (vid.renderpath)
12467 case RENDERPATH_GL20:
12468 case RENDERPATH_CGGL:
12469 RSurf_ActiveModelEntity(ent, true, true, false);
12471 case RENDERPATH_GL13:
12472 case RENDERPATH_GL11:
12473 RSurf_ActiveModelEntity(ent, true, false, false);
12478 surfaces = model->data_surfaces;
12479 update = model->brushq1.lightmapupdateflags;
12481 // update light styles
12482 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12484 model_brush_lightstyleinfo_t *style;
12485 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12487 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12489 int *list = style->surfacelist;
12490 style->value = r_refdef.scene.lightstylevalue[style->style];
12491 for (j = 0;j < style->numsurfaces;j++)
12492 update[list[j]] = true;
12497 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12501 R_DrawDebugModel();
12502 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12506 rsurface.uselightmaptexture = false;
12507 rsurface.texture = NULL;
12508 rsurface.rtlight = NULL;
12509 numsurfacelist = 0;
12510 // add visible surfaces to draw list
12511 for (i = 0;i < model->nummodelsurfaces;i++)
12512 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12513 // don't do anything if there were no surfaces
12514 if (!numsurfacelist)
12516 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12519 // update lightmaps if needed
12523 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12528 R_BuildLightMap(ent, surfaces + j);
12533 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12535 R_BuildLightMap(ent, surfaces + j);
12536 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12537 GL_AlphaTest(false);
12539 // add to stats if desired
12540 if (r_speeds.integer && !skysurfaces && !depthonly)
12542 r_refdef.stats.entities_surfaces += numsurfacelist;
12543 for (j = 0;j < numsurfacelist;j++)
12544 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12547 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12550 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12552 static texture_t texture;
12553 static msurface_t surface;
12554 const msurface_t *surfacelist = &surface;
12556 // fake enough texture and surface state to render this geometry
12558 texture.update_lastrenderframe = -1; // regenerate this texture
12559 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12560 texture.currentskinframe = skinframe;
12561 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12562 texture.specularscalemod = 1;
12563 texture.specularpowermod = 1;
12565 surface.texture = &texture;
12566 surface.num_triangles = numtriangles;
12567 surface.num_firsttriangle = firsttriangle;
12568 surface.num_vertices = numvertices;
12569 surface.num_firstvertex = firstvertex;
12572 rsurface.texture = R_GetCurrentTexture(surface.texture);
12573 rsurface.uselightmaptexture = false;
12574 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12577 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12579 static msurface_t surface;
12580 const msurface_t *surfacelist = &surface;
12582 // fake enough texture and surface state to render this geometry
12584 surface.texture = texture;
12585 surface.num_triangles = numtriangles;
12586 surface.num_firsttriangle = firsttriangle;
12587 surface.num_vertices = numvertices;
12588 surface.num_firstvertex = firstvertex;
12591 rsurface.texture = R_GetCurrentTexture(surface.texture);
12592 rsurface.uselightmaptexture = false;
12593 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);