2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
193 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)"};
195 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
196 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
198 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)"};
200 extern cvar_t v_glslgamma;
202 extern qboolean v_flipped_state;
204 static struct r_bloomstate_s
209 int bloomwidth, bloomheight;
211 int screentexturewidth, screentextureheight;
212 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
214 int bloomtexturewidth, bloomtextureheight;
215 rtexture_t *texture_bloom;
217 // arrays for rendering the screen passes
218 float screentexcoord2f[8];
219 float bloomtexcoord2f[8];
220 float offsettexcoord2f[8];
222 r_viewport_t viewport;
226 r_waterstate_t r_waterstate;
228 /// shadow volume bsp struct with automatically growing nodes buffer
231 rtexture_t *r_texture_blanknormalmap;
232 rtexture_t *r_texture_white;
233 rtexture_t *r_texture_grey128;
234 rtexture_t *r_texture_black;
235 rtexture_t *r_texture_notexture;
236 rtexture_t *r_texture_whitecube;
237 rtexture_t *r_texture_normalizationcube;
238 rtexture_t *r_texture_fogattenuation;
239 rtexture_t *r_texture_fogheighttexture;
240 rtexture_t *r_texture_gammaramps;
241 unsigned int r_texture_gammaramps_serial;
242 //rtexture_t *r_texture_fogintensity;
243 rtexture_t *r_texture_reflectcube;
245 // TODO: hash lookups?
246 typedef struct cubemapinfo_s
253 int r_texture_numcubemaps;
254 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
256 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
257 unsigned int r_numqueries;
258 unsigned int r_maxqueries;
260 typedef struct r_qwskincache_s
262 char name[MAX_QPATH];
263 skinframe_t *skinframe;
267 static r_qwskincache_t *r_qwskincache;
268 static int r_qwskincache_size;
270 /// vertex coordinates for a quad that covers the screen exactly
271 extern const float r_screenvertex3f[12];
272 extern const float r_d3dscreenvertex3f[12];
273 const float r_screenvertex3f[12] =
280 const float r_d3dscreenvertex3f[12] =
288 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
291 for (i = 0;i < verts;i++)
302 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
305 for (i = 0;i < verts;i++)
315 // FIXME: move this to client?
318 if (gamemode == GAME_NEHAHRA)
320 Cvar_Set("gl_fogenable", "0");
321 Cvar_Set("gl_fogdensity", "0.2");
322 Cvar_Set("gl_fogred", "0.3");
323 Cvar_Set("gl_foggreen", "0.3");
324 Cvar_Set("gl_fogblue", "0.3");
326 r_refdef.fog_density = 0;
327 r_refdef.fog_red = 0;
328 r_refdef.fog_green = 0;
329 r_refdef.fog_blue = 0;
330 r_refdef.fog_alpha = 1;
331 r_refdef.fog_start = 0;
332 r_refdef.fog_end = 16384;
333 r_refdef.fog_height = 1<<30;
334 r_refdef.fog_fadedepth = 128;
335 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
338 static void R_BuildBlankTextures(void)
340 unsigned char data[4];
341 data[2] = 128; // normal X
342 data[1] = 128; // normal Y
343 data[0] = 255; // normal Z
344 data[3] = 128; // height
345 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 static void R_BuildNoTexture(void)
366 unsigned char pix[16][16][4];
367 // this makes a light grey/dark grey checkerboard texture
368 for (y = 0;y < 16;y++)
370 for (x = 0;x < 16;x++)
372 if ((y < 8) ^ (x < 8))
388 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
391 static void R_BuildWhiteCube(void)
393 unsigned char data[6*1*1*4];
394 memset(data, 255, sizeof(data));
395 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNormalizationCube(void)
402 vec_t s, t, intensity;
405 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
406 for (side = 0;side < 6;side++)
408 for (y = 0;y < NORMSIZE;y++)
410 for (x = 0;x < NORMSIZE;x++)
412 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
413 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 intensity = 127.0f / sqrt(DotProduct(v, v));
449 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
450 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
451 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
452 data[((side*64+y)*64+x)*4+3] = 255;
456 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
460 static void R_BuildFogTexture(void)
464 unsigned char data1[FOGWIDTH][4];
465 //unsigned char data2[FOGWIDTH][4];
468 r_refdef.fogmasktable_start = r_refdef.fog_start;
469 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
470 r_refdef.fogmasktable_range = r_refdef.fogrange;
471 r_refdef.fogmasktable_density = r_refdef.fog_density;
473 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
474 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
476 d = (x * r - r_refdef.fogmasktable_start);
477 if(developer_extra.integer)
478 Con_DPrintf("%f ", d);
480 if (r_fog_exp2.integer)
481 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
483 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
484 if(developer_extra.integer)
485 Con_DPrintf(" : %f ", alpha);
486 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
487 if(developer_extra.integer)
488 Con_DPrintf(" = %f\n", alpha);
489 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
492 for (x = 0;x < FOGWIDTH;x++)
494 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
499 //data2[x][0] = 255 - b;
500 //data2[x][1] = 255 - b;
501 //data2[x][2] = 255 - b;
504 if (r_texture_fogattenuation)
506 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
507 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
511 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
512 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
516 static void R_BuildFogHeightTexture(void)
518 unsigned char *inpixels;
526 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
527 if (r_refdef.fogheighttexturename[0])
528 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
531 r_refdef.fog_height_tablesize = 0;
532 if (r_texture_fogheighttexture)
533 R_FreeTexture(r_texture_fogheighttexture);
534 r_texture_fogheighttexture = NULL;
535 if (r_refdef.fog_height_table2d)
536 Mem_Free(r_refdef.fog_height_table2d);
537 r_refdef.fog_height_table2d = NULL;
538 if (r_refdef.fog_height_table1d)
539 Mem_Free(r_refdef.fog_height_table1d);
540 r_refdef.fog_height_table1d = NULL;
544 r_refdef.fog_height_tablesize = size;
545 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
546 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
547 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
549 // LordHavoc: now the magic - what is that table2d for? it is a cooked
550 // average fog color table accounting for every fog layer between a point
551 // and the camera. (Note: attenuation is handled separately!)
552 for (y = 0;y < size;y++)
554 for (x = 0;x < size;x++)
560 for (j = x;j <= y;j++)
562 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
568 for (j = x;j >= y;j--)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
576 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
577 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
581 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
584 //=======================================================================================================================================================
586 static const char *builtinshaderstring =
587 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
588 "// written by Forest 'LordHavoc' Hale\n"
589 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
591 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
594 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
595 "#define USELIGHTMAP\n"
597 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
598 "#define USEEYEVECTOR\n"
601 "#ifdef USESHADOWMAP2D\n"
602 "# ifdef GL_EXT_gpu_shader4\n"
603 "# extension GL_EXT_gpu_shader4 : enable\n"
605 "# ifdef GL_ARB_texture_gather\n"
606 "# extension GL_ARB_texture_gather : enable\n"
608 "# ifdef GL_AMD_texture_texture4\n"
609 "# extension GL_AMD_texture_texture4 : enable\n"
614 "//#ifdef USESHADOWSAMPLER\n"
615 "//# extension GL_ARB_shadow : enable\n"
618 "//#ifdef __GLSL_CG_DATA_TYPES\n"
619 "//# define myhalf half\n"
620 "//# define myhalf2 half2\n"
621 "//# define myhalf3 half3\n"
622 "//# define myhalf4 half4\n"
624 "# define myhalf float\n"
625 "# define myhalf2 vec2\n"
626 "# define myhalf3 vec3\n"
627 "# define myhalf4 vec4\n"
630 "#ifdef VERTEX_SHADER\n"
631 "uniform mat4 ModelViewProjectionMatrix;\n"
634 "#ifdef MODE_DEPTH_OR_SHADOW\n"
635 "#ifdef VERTEX_SHADER\n"
638 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
641 "#else // !MODE_DEPTH_ORSHADOW\n"
646 "#ifdef MODE_SHOWDEPTH\n"
647 "#ifdef VERTEX_SHADER\n"
650 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
655 "#ifdef FRAGMENT_SHADER\n"
658 " gl_FragColor = gl_Color;\n"
661 "#else // !MODE_SHOWDEPTH\n"
666 "#ifdef MODE_POSTPROCESS\n"
667 "varying vec2 TexCoord1;\n"
668 "varying vec2 TexCoord2;\n"
670 "#ifdef VERTEX_SHADER\n"
673 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
674 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
676 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
681 "#ifdef FRAGMENT_SHADER\n"
682 "uniform sampler2D Texture_First;\n"
684 "uniform sampler2D Texture_Second;\n"
685 "uniform vec4 BloomColorSubtract;\n"
687 "#ifdef USEGAMMARAMPS\n"
688 "uniform sampler2D Texture_GammaRamps;\n"
690 "#ifdef USESATURATION\n"
691 "uniform float Saturation;\n"
693 "#ifdef USEVIEWTINT\n"
694 "uniform vec4 ViewTintColor;\n"
696 "//uncomment these if you want to use them:\n"
697 "uniform vec4 UserVec1;\n"
698 "uniform vec4 UserVec2;\n"
699 "// uniform vec4 UserVec3;\n"
700 "// uniform vec4 UserVec4;\n"
701 "// uniform float ClientTime;\n"
702 "uniform vec2 PixelSize;\n"
705 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
707 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
709 "#ifdef USEVIEWTINT\n"
710 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
713 "#ifdef USEPOSTPROCESSING\n"
714 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
715 "// 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"
716 " float sobel = 1.0;\n"
717 " // vec2 ts = textureSize(Texture_First, 0);\n"
718 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
719 " vec2 px = PixelSize;\n"
720 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
722 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
725 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
726 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
727 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
728 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
729 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
730 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
731 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
732 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
733 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
734 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
735 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
736 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
737 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
738 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
739 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
740 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
741 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
742 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
743 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
744 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
750 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
751 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
754 "#ifdef USESATURATION\n"
755 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
756 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
757 " // 'vampire sight' effect, wheres red is compensated\n"
758 " #ifdef SATURATION_REDCOMPENSATE\n"
759 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
760 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
761 " gl_FragColor.r += rboost;\n"
763 " // normal desaturation\n"
764 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
765 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
769 "#ifdef USEGAMMARAMPS\n"
770 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
771 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
772 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
776 "#else // !MODE_POSTPROCESS\n"
781 "#ifdef MODE_GENERIC\n"
782 "#ifdef USEDIFFUSE\n"
783 "varying vec2 TexCoord1;\n"
785 "#ifdef USESPECULAR\n"
786 "varying vec2 TexCoord2;\n"
788 "#ifdef VERTEX_SHADER\n"
791 " gl_FrontColor = gl_Color;\n"
792 "#ifdef USEDIFFUSE\n"
793 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
795 "#ifdef USESPECULAR\n"
796 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
798 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "#ifdef FRAGMENT_SHADER\n"
803 "#ifdef USEDIFFUSE\n"
804 "uniform sampler2D Texture_First;\n"
806 "#ifdef USESPECULAR\n"
807 "uniform sampler2D Texture_Second;\n"
812 "#ifdef USEVIEWTINT\n"
813 " gl_FragColor = gl_Color;\n"
815 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
817 "#ifdef USEDIFFUSE\n"
818 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
821 "#ifdef USESPECULAR\n"
822 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
823 "# ifdef USECOLORMAPPING\n"
824 " gl_FragColor *= tex2;\n"
827 " gl_FragColor += tex2;\n"
829 "# ifdef USEVERTEXTEXTUREBLEND\n"
830 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
835 "#else // !MODE_GENERIC\n"
840 "#ifdef MODE_BLOOMBLUR\n"
841 "varying TexCoord;\n"
842 "#ifdef VERTEX_SHADER\n"
845 " gl_FrontColor = gl_Color;\n"
846 " TexCoord = gl_MultiTexCoord0.xy;\n"
847 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "#ifdef FRAGMENT_SHADER\n"
852 "uniform sampler2D Texture_First;\n"
853 "uniform vec4 BloomBlur_Parameters;\n"
858 " vec2 tc = TexCoord;\n"
859 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
860 " tc += BloomBlur_Parameters.xy;\n"
861 " for (i = 1;i < SAMPLES;i++)\n"
863 " color += texture2D(Texture_First, tc).rgb;\n"
864 " tc += BloomBlur_Parameters.xy;\n"
866 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
869 "#else // !MODE_BLOOMBLUR\n"
870 "#ifdef MODE_REFRACTION\n"
871 "varying vec2 TexCoord;\n"
872 "varying vec4 ModelViewProjectionPosition;\n"
873 "uniform mat4 TexMatrix;\n"
874 "#ifdef VERTEX_SHADER\n"
878 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
879 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
880 " ModelViewProjectionPosition = gl_Position;\n"
884 "#ifdef FRAGMENT_SHADER\n"
885 "uniform sampler2D Texture_Normal;\n"
886 "uniform sampler2D Texture_Refraction;\n"
887 "uniform sampler2D Texture_Reflection;\n"
889 "uniform vec4 DistortScaleRefractReflect;\n"
890 "uniform vec4 ScreenScaleRefractReflect;\n"
891 "uniform vec4 ScreenCenterRefractReflect;\n"
892 "uniform vec4 RefractColor;\n"
893 "uniform vec4 ReflectColor;\n"
894 "uniform float ReflectFactor;\n"
895 "uniform float ReflectOffset;\n"
899 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
900 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
901 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
902 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
903 " // FIXME temporary hack to detect the case that the reflection\n"
904 " // gets blackened at edges due to leaving the area that contains actual\n"
906 " // Remove this 'ack once we have a better way to stop this thing from\n"
908 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
909 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
910 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
912 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
913 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
916 "#else // !MODE_REFRACTION\n"
921 "#ifdef MODE_WATER\n"
922 "varying vec2 TexCoord;\n"
923 "varying vec3 EyeVector;\n"
924 "varying vec4 ModelViewProjectionPosition;\n"
925 "#ifdef VERTEX_SHADER\n"
926 "uniform vec3 EyePosition;\n"
927 "uniform mat4 TexMatrix;\n"
931 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
932 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
933 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
934 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
935 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
936 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
937 " ModelViewProjectionPosition = gl_Position;\n"
941 "#ifdef FRAGMENT_SHADER\n"
942 "uniform sampler2D Texture_Normal;\n"
943 "uniform sampler2D Texture_Refraction;\n"
944 "uniform sampler2D Texture_Reflection;\n"
946 "uniform vec4 DistortScaleRefractReflect;\n"
947 "uniform vec4 ScreenScaleRefractReflect;\n"
948 "uniform vec4 ScreenCenterRefractReflect;\n"
949 "uniform vec4 RefractColor;\n"
950 "uniform vec4 ReflectColor;\n"
951 "uniform float ReflectFactor;\n"
952 "uniform float ReflectOffset;\n"
953 "uniform float ClientTime;\n"
954 "#ifdef USENORMALMAPSCROLLBLEND\n"
955 "uniform vec2 NormalmapScrollBlend;\n"
960 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
961 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
962 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
963 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
964 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
965 " #ifdef USENORMALMAPSCROLLBLEND\n"
966 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
967 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
968 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
972 " // FIXME temporary hack to detect the case that the reflection\n"
973 " // gets blackened at edges due to leaving the area that contains actual\n"
975 " // Remove this 'ack once we have a better way to stop this thing from\n"
977 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
978 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
979 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
980 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
981 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
982 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
983 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
984 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
986 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
987 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
988 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
989 " gl_FragColor.a = f1 + 0.5;\n"
992 "#else // !MODE_WATER\n"
997 "// common definitions between vertex shader and fragment shader:\n"
999 "varying vec2 TexCoord;\n"
1000 "#ifdef USEVERTEXTEXTUREBLEND\n"
1001 "varying vec2 TexCoord2;\n"
1003 "#ifdef USELIGHTMAP\n"
1004 "varying vec2 TexCoordLightmap;\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "varying vec3 CubeVector;\n"
1011 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1012 "varying vec3 LightVector;\n"
1015 "#ifdef USEEYEVECTOR\n"
1016 "varying vec3 EyeVector;\n"
1019 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1022 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1023 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1024 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1025 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1028 "#ifdef USEREFLECTION\n"
1029 "varying vec4 ModelViewProjectionPosition;\n"
1031 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1032 "uniform vec3 LightPosition;\n"
1033 "varying vec4 ModelViewPosition;\n"
1036 "#ifdef MODE_LIGHTSOURCE\n"
1037 "uniform vec3 LightPosition;\n"
1039 "uniform vec3 EyePosition;\n"
1040 "#ifdef MODE_LIGHTDIRECTION\n"
1041 "uniform vec3 LightDir;\n"
1043 "uniform vec4 FogPlane;\n"
1045 "#ifdef USESHADOWMAPORTHO\n"
1046 "varying vec3 ShadowMapTC;\n"
1053 "// 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"
1055 "// fragment shader specific:\n"
1056 "#ifdef FRAGMENT_SHADER\n"
1058 "uniform sampler2D Texture_Normal;\n"
1059 "uniform sampler2D Texture_Color;\n"
1060 "uniform sampler2D Texture_Gloss;\n"
1062 "uniform sampler2D Texture_Glow;\n"
1064 "#ifdef USEVERTEXTEXTUREBLEND\n"
1065 "uniform sampler2D Texture_SecondaryNormal;\n"
1066 "uniform sampler2D Texture_SecondaryColor;\n"
1067 "uniform sampler2D Texture_SecondaryGloss;\n"
1069 "uniform sampler2D Texture_SecondaryGlow;\n"
1072 "#ifdef USECOLORMAPPING\n"
1073 "uniform sampler2D Texture_Pants;\n"
1074 "uniform sampler2D Texture_Shirt;\n"
1077 "#ifdef USEFOGHEIGHTTEXTURE\n"
1078 "uniform sampler2D Texture_FogHeightTexture;\n"
1080 "uniform sampler2D Texture_FogMask;\n"
1082 "#ifdef USELIGHTMAP\n"
1083 "uniform sampler2D Texture_Lightmap;\n"
1085 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1086 "uniform sampler2D Texture_Deluxemap;\n"
1088 "#ifdef USEREFLECTION\n"
1089 "uniform sampler2D Texture_Reflection;\n"
1092 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1093 "uniform sampler2D Texture_ScreenDepth;\n"
1094 "uniform sampler2D Texture_ScreenNormalMap;\n"
1096 "#ifdef USEDEFERREDLIGHTMAP\n"
1097 "uniform sampler2D Texture_ScreenDiffuse;\n"
1098 "uniform sampler2D Texture_ScreenSpecular;\n"
1101 "uniform myhalf3 Color_Pants;\n"
1102 "uniform myhalf3 Color_Shirt;\n"
1103 "uniform myhalf3 FogColor;\n"
1106 "uniform float FogRangeRecip;\n"
1107 "uniform float FogPlaneViewDist;\n"
1108 "uniform float FogHeightFade;\n"
1109 "vec3 FogVertex(vec3 surfacecolor)\n"
1111 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1112 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1114 "#ifdef USEFOGHEIGHTTEXTURE\n"
1115 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1116 " fogfrac = fogheightpixel.a;\n"
1117 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1119 "# ifdef USEFOGOUTSIDE\n"
1120 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1122 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1124 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1129 "#ifdef USEOFFSETMAPPING\n"
1130 "uniform float OffsetMapping_Scale;\n"
1131 "vec2 OffsetMapping(vec2 TexCoord)\n"
1133 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1134 " // 14 sample relief mapping: linear search and then binary search\n"
1135 " // this basically steps forward a small amount repeatedly until it finds\n"
1136 " // itself inside solid, then jitters forward and back using decreasing\n"
1137 " // amounts to find the impact\n"
1138 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1139 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1140 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 " vec3 RT = vec3(TexCoord, 1);\n"
1142 " OffsetVector *= 0.1;\n"
1143 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1152 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1156 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1159 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1160 " // this basically moves forward the full distance, and then backs up based\n"
1161 " // on height of samples\n"
1162 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1163 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1164 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 " TexCoord += OffsetVector;\n"
1166 " OffsetVector *= 0.5;\n"
1167 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1168 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 " return TexCoord;\n"
1172 "#endif // USEOFFSETMAPPING\n"
1174 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1175 "uniform sampler2D Texture_Attenuation;\n"
1176 "uniform samplerCube Texture_Cube;\n"
1179 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1181 "#ifdef USESHADOWMAP2D\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1183 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1185 "uniform sampler2D Texture_ShadowMap2D;\n"
1189 "#ifdef USESHADOWMAPVSDCT\n"
1190 "uniform samplerCube Texture_CubeProjection;\n"
1193 "#if defined(USESHADOWMAP2D)\n"
1194 "uniform vec2 ShadowMap_TextureScale;\n"
1195 "uniform vec4 ShadowMap_Parameters;\n"
1198 "#if defined(USESHADOWMAP2D)\n"
1199 "# ifdef USESHADOWMAPORTHO\n"
1200 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1202 "# ifdef USESHADOWMAPVSDCT\n"
1203 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1205 " vec3 adir = abs(dir);\n"
1206 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1207 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1208 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1211 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1213 " vec3 adir = abs(dir);\n"
1214 " float ma = adir.z;\n"
1215 " vec4 proj = vec4(dir, 2.5);\n"
1216 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1217 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1218 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1219 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1223 "#endif // defined(USESHADOWMAP2D)\n"
1225 "# ifdef USESHADOWMAP2D\n"
1226 "float ShadowMapCompare(vec3 dir)\n"
1228 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1231 "# ifdef USESHADOWSAMPLER\n"
1232 "# ifdef USESHADOWMAPPCF\n"
1233 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1234 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1235 " 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"
1237 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1240 "# ifdef USESHADOWMAPPCF\n"
1241 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1242 "# ifdef GL_ARB_texture_gather\n"
1243 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1245 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1247 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1248 "# if USESHADOWMAPPCF > 1\n"
1249 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1250 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1251 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1252 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1253 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1254 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1255 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1256 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1257 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1258 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1259 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1260 " locols.yz += group2.ab;\n"
1261 " hicols.yz += group8.rg;\n"
1262 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1263 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1264 " mix(locols, hicols, offset.y);\n"
1265 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1266 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1267 " f = dot(cols, vec4(1.0/25.0));\n"
1269 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1270 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1271 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1272 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1273 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1274 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1275 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1278 "# ifdef GL_EXT_gpu_shader4\n"
1279 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1281 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1283 "# if USESHADOWMAPPCF > 1\n"
1284 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1285 " center *= ShadowMap_TextureScale;\n"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1291 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1293 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1294 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1295 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1296 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1297 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1298 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1302 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1305 "# ifdef USESHADOWMAPORTHO\n"
1306 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1312 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1313 "#endif // FRAGMENT_SHADER\n"
1318 "#ifdef MODE_DEFERREDGEOMETRY\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 TexMatrix;\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 "uniform mat4 BackgroundTexMatrix;\n"
1324 "uniform mat4 ModelViewMatrix;\n"
1327 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " gl_FrontColor = gl_Color;\n"
1330 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1333 " // transform unnormalized eye direction into tangent space\n"
1334 "#ifdef USEOFFSETMAPPING\n"
1335 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1336 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1337 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1338 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1341 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1342 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1343 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1344 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1346 "#endif // VERTEX_SHADER\n"
1348 "#ifdef FRAGMENT_SHADER\n"
1351 "#ifdef USEOFFSETMAPPING\n"
1352 " // apply offsetmapping\n"
1353 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1354 "#define TexCoord TexCoordOffset\n"
1357 "#ifdef USEALPHAKILL\n"
1358 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1364 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1365 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1366 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1369 "#ifdef USEVERTEXTEXTUREBLEND\n"
1370 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1371 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1373 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1374 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1377 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1379 "#endif // FRAGMENT_SHADER\n"
1380 "#else // !MODE_DEFERREDGEOMETRY\n"
1385 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1386 "#ifdef VERTEX_SHADER\n"
1387 "uniform mat4 ModelViewMatrix;\n"
1390 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "uniform mat4 ViewToLight;\n"
1397 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1398 "uniform vec2 ScreenToDepth;\n"
1399 "uniform myhalf3 DeferredColor_Ambient;\n"
1400 "uniform myhalf3 DeferredColor_Diffuse;\n"
1401 "#ifdef USESPECULAR\n"
1402 "uniform myhalf3 DeferredColor_Specular;\n"
1403 "uniform myhalf SpecularPower;\n"
1405 "uniform myhalf2 PixelToScreenTexCoord;\n"
1408 " // calculate viewspace pixel position\n"
1409 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1411 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1412 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1413 " // decode viewspace pixel normal\n"
1414 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1415 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1416 " // surfacenormal = pixel normal in viewspace\n"
1417 " // LightVector = pixel to light in viewspace\n"
1418 " // CubeVector = position in lightspace\n"
1419 " // eyevector = pixel to view in viewspace\n"
1420 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1421 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1422 "#ifdef USEDIFFUSE\n"
1423 " // calculate diffuse shading\n"
1424 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1425 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1427 "#ifdef USESPECULAR\n"
1428 " // calculate directional shading\n"
1429 " vec3 eyevector = position * -1.0;\n"
1430 "# ifdef USEEXACTSPECULARMATH\n"
1431 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1433 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1434 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1438 "#if defined(USESHADOWMAP2D)\n"
1439 " fade *= ShadowMapCompare(CubeVector);\n"
1442 "#ifdef USEDIFFUSE\n"
1443 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1445 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1447 "#ifdef USESPECULAR\n"
1448 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1450 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1453 "# ifdef USECUBEFILTER\n"
1454 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1455 " gl_FragData[0].rgb *= cubecolor;\n"
1456 " gl_FragData[1].rgb *= cubecolor;\n"
1459 "#endif // FRAGMENT_SHADER\n"
1460 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1465 "#ifdef VERTEX_SHADER\n"
1466 "uniform mat4 TexMatrix;\n"
1467 "#ifdef USEVERTEXTEXTUREBLEND\n"
1468 "uniform mat4 BackgroundTexMatrix;\n"
1470 "#ifdef MODE_LIGHTSOURCE\n"
1471 "uniform mat4 ModelToLight;\n"
1473 "#ifdef USESHADOWMAPORTHO\n"
1474 "uniform mat4 ShadowMapMatrix;\n"
1478 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1479 " gl_FrontColor = gl_Color;\n"
1481 " // copy the surface texcoord\n"
1482 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1483 "#ifdef USEVERTEXTEXTUREBLEND\n"
1484 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1486 "#ifdef USELIGHTMAP\n"
1487 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 " // transform vertex position into light attenuation/cubemap space\n"
1492 " // (-1 to +1 across the light box)\n"
1493 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1495 "# ifdef USEDIFFUSE\n"
1496 " // transform unnormalized light direction into tangent space\n"
1497 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1498 " // normalize it per pixel)\n"
1499 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1500 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1501 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1502 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1506 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1507 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1508 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1509 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1512 " // transform unnormalized eye direction into tangent space\n"
1513 "#ifdef USEEYEVECTOR\n"
1514 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1515 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1516 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1517 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1521 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1522 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1525 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1526 " VectorS = gl_MultiTexCoord1.xyz;\n"
1527 " VectorT = gl_MultiTexCoord2.xyz;\n"
1528 " VectorR = gl_MultiTexCoord3.xyz;\n"
1531 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1532 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1538 "#ifdef USEREFLECTION\n"
1539 " ModelViewProjectionPosition = gl_Position;\n"
1542 "#endif // VERTEX_SHADER\n"
1547 "#ifdef FRAGMENT_SHADER\n"
1548 "#ifdef USEDEFERREDLIGHTMAP\n"
1549 "uniform myhalf2 PixelToScreenTexCoord;\n"
1550 "uniform myhalf3 DeferredMod_Diffuse;\n"
1551 "uniform myhalf3 DeferredMod_Specular;\n"
1553 "uniform myhalf3 Color_Ambient;\n"
1554 "uniform myhalf3 Color_Diffuse;\n"
1555 "uniform myhalf3 Color_Specular;\n"
1556 "uniform myhalf SpecularPower;\n"
1558 "uniform myhalf3 Color_Glow;\n"
1560 "uniform myhalf Alpha;\n"
1561 "#ifdef USEREFLECTION\n"
1562 "uniform vec4 DistortScaleRefractReflect;\n"
1563 "uniform vec4 ScreenScaleRefractReflect;\n"
1564 "uniform vec4 ScreenCenterRefractReflect;\n"
1565 "uniform myhalf4 ReflectColor;\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 "uniform mat4 ModelToReflectCube;\n"
1569 "uniform sampler2D Texture_ReflectMask;\n"
1570 "uniform samplerCube Texture_ReflectCube;\n"
1572 "#ifdef MODE_LIGHTDIRECTION\n"
1573 "uniform myhalf3 LightColor;\n"
1575 "#ifdef MODE_LIGHTSOURCE\n"
1576 "uniform myhalf3 LightColor;\n"
1580 "#ifdef USEOFFSETMAPPING\n"
1581 " // apply offsetmapping\n"
1582 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1583 "#define TexCoord TexCoordOffset\n"
1586 " // combine the diffuse textures (base, pants, shirt)\n"
1587 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1588 "#ifdef USEALPHAKILL\n"
1589 " if (color.a < 0.5)\n"
1592 " color.a *= Alpha;\n"
1593 "#ifdef USECOLORMAPPING\n"
1594 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1596 "#ifdef USEVERTEXTEXTUREBLEND\n"
1597 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1598 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1599 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1600 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1602 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1605 " // get the surface normal\n"
1606 "#ifdef USEVERTEXTEXTUREBLEND\n"
1607 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1609 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1612 " // get the material colors\n"
1613 " myhalf3 diffusetex = color.rgb;\n"
1614 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1615 "# ifdef USEVERTEXTEXTUREBLEND\n"
1616 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1618 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1622 "#ifdef USEREFLECTCUBE\n"
1623 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1624 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1625 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1626 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1632 "#ifdef MODE_LIGHTSOURCE\n"
1633 " // light source\n"
1634 "#ifdef USEDIFFUSE\n"
1635 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1636 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1637 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1638 "#ifdef USESPECULAR\n"
1639 "#ifdef USEEXACTSPECULARMATH\n"
1640 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1642 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1643 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1645 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1648 " color.rgb = diffusetex * Color_Ambient;\n"
1650 " color.rgb *= LightColor;\n"
1651 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1652 "#if defined(USESHADOWMAP2D)\n"
1653 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1655 "# ifdef USECUBEFILTER\n"
1656 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1658 "#endif // MODE_LIGHTSOURCE\n"
1663 "#ifdef MODE_LIGHTDIRECTION\n"
1665 "#ifdef USEDIFFUSE\n"
1666 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1668 "#define lightcolor LightColor\n"
1669 "#endif // MODE_LIGHTDIRECTION\n"
1670 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1672 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1673 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1674 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1675 " // convert modelspace light vector to tangentspace\n"
1676 " myhalf3 lightnormal;\n"
1677 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1678 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1679 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1680 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1681 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1682 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1683 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1684 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1685 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1686 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1687 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1688 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1689 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1690 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1691 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1692 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1694 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1695 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1696 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1702 "#ifdef MODE_FAKELIGHT\n"
1704 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1705 "myhalf3 lightcolor = myhalf3(1.0);\n"
1706 "#endif // MODE_FAKELIGHT\n"
1711 "#ifdef MODE_LIGHTMAP\n"
1712 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1713 "#endif // MODE_LIGHTMAP\n"
1714 "#ifdef MODE_VERTEXCOLOR\n"
1715 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1716 "#endif // MODE_VERTEXCOLOR\n"
1717 "#ifdef MODE_FLATCOLOR\n"
1718 " color.rgb = diffusetex * Color_Ambient;\n"
1719 "#endif // MODE_FLATCOLOR\n"
1725 "# ifdef USEDIFFUSE\n"
1726 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1727 "# ifdef USESPECULAR\n"
1728 "# ifdef USEEXACTSPECULARMATH\n"
1729 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1731 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1732 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1734 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1736 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1739 " color.rgb = diffusetex * Color_Ambient;\n"
1743 "#ifdef USESHADOWMAPORTHO\n"
1744 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1747 "#ifdef USEDEFERREDLIGHTMAP\n"
1748 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1749 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1750 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1754 "#ifdef USEVERTEXTEXTUREBLEND\n"
1755 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1757 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1762 " color.rgb = FogVertex(color.rgb);\n"
1765 " // 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"
1766 "#ifdef USEREFLECTION\n"
1767 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1768 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1769 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1770 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1771 " // FIXME temporary hack to detect the case that the reflection\n"
1772 " // gets blackened at edges due to leaving the area that contains actual\n"
1774 " // Remove this 'ack once we have a better way to stop this thing from\n"
1776 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1777 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1779 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1780 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1781 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1784 " gl_FragColor = vec4(color);\n"
1786 "#endif // FRAGMENT_SHADER\n"
1788 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1789 "#endif // !MODE_DEFERREDGEOMETRY\n"
1790 "#endif // !MODE_WATER\n"
1791 "#endif // !MODE_REFRACTION\n"
1792 "#endif // !MODE_BLOOMBLUR\n"
1793 "#endif // !MODE_GENERIC\n"
1794 "#endif // !MODE_POSTPROCESS\n"
1795 "#endif // !MODE_SHOWDEPTH\n"
1796 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1800 =========================================================================================================================================================
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1820 =========================================================================================================================================================
1824 =========================================================================================================================================================
1827 const char *builtincgshaderstring =
1828 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1829 "// written by Forest 'LordHavoc' Hale\n"
1830 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1832 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1833 "#if defined(USEREFLECTION)\n"
1834 "#undef USESHADOWMAPORTHO\n"
1837 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1840 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1841 "#define USELIGHTMAP\n"
1843 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1844 "#define USEEYEVECTOR\n"
1847 "#ifdef FRAGMENT_SHADER\n"
1849 "//#undef USESHADOWMAPPCF\n"
1850 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1851 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1853 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1857 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1858 "#ifdef VERTEX_SHADER\n"
1861 "float4 gl_Vertex : POSITION,\n"
1862 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1863 "out float4 gl_Position : POSITION,\n"
1864 "out float Depth : TEXCOORD0\n"
1867 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1868 " Depth = gl_Position.z;\n"
1872 "#ifdef FRAGMENT_SHADER\n"
1875 "float Depth : TEXCOORD0,\n"
1876 "out float4 gl_FragColor : COLOR\n"
1879 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1880 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1881 " temp.yz -= floor(temp.yz);\n"
1882 " gl_FragColor = temp;\n"
1883 "// gl_FragColor = float4(Depth,0,0,0);\n"
1886 "#else // !MODE_DEPTH_ORSHADOW\n"
1891 "#ifdef MODE_SHOWDEPTH\n"
1892 "#ifdef VERTEX_SHADER\n"
1895 "float4 gl_Vertex : POSITION,\n"
1896 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1897 "out float4 gl_Position : POSITION,\n"
1898 "out float4 gl_FrontColor : COLOR0\n"
1901 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1902 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1906 "#ifdef FRAGMENT_SHADER\n"
1909 "float4 gl_FrontColor : COLOR0,\n"
1910 "out float4 gl_FragColor : COLOR\n"
1913 " gl_FragColor = gl_FrontColor;\n"
1916 "#else // !MODE_SHOWDEPTH\n"
1921 "#ifdef MODE_POSTPROCESS\n"
1923 "#ifdef VERTEX_SHADER\n"
1926 "float4 gl_Vertex : POSITION,\n"
1927 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1928 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1929 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1930 "out float4 gl_Position : POSITION,\n"
1931 "out float2 TexCoord1 : TEXCOORD0,\n"
1932 "out float2 TexCoord2 : TEXCOORD1\n"
1935 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1936 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1938 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1943 "#ifdef FRAGMENT_SHADER\n"
1946 "float2 TexCoord1 : TEXCOORD0,\n"
1947 "float2 TexCoord2 : TEXCOORD1,\n"
1948 "uniform sampler Texture_First : register(s0),\n"
1950 "uniform sampler Texture_Second : register(s1),\n"
1952 "#ifdef USEGAMMARAMPS\n"
1953 "uniform sampler Texture_GammaRamps : register(s2),\n"
1955 "#ifdef USESATURATION\n"
1956 "uniform float Saturation : register(c30),\n"
1958 "#ifdef USEVIEWTINT\n"
1959 "uniform float4 ViewTintColor : register(c41),\n"
1961 "uniform float4 UserVec1 : register(c37),\n"
1962 "uniform float4 UserVec2 : register(c38),\n"
1963 "uniform float4 UserVec3 : register(c39),\n"
1964 "uniform float4 UserVec4 : register(c40),\n"
1965 "uniform float ClientTime : register(c2),\n"
1966 "uniform float2 PixelSize : register(c25),\n"
1967 "uniform float4 BloomColorSubtract : register(c43),\n"
1968 "out float4 gl_FragColor : COLOR\n"
1971 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1973 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1975 "#ifdef USEVIEWTINT\n"
1976 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1979 "#ifdef USEPOSTPROCESSING\n"
1980 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1981 "// 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"
1982 " float sobel = 1.0;\n"
1983 " // float2 ts = textureSize(Texture_First, 0);\n"
1984 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1985 " float2 px = PixelSize;\n"
1986 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1987 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1988 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1989 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1990 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1991 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1992 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1993 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1994 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1995 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1996 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1997 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1998 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1999 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2000 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2001 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2002 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2003 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2004 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2005 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2006 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2007 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2008 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2009 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2010 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2011 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2015 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2016 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2017 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2020 "#ifdef USESATURATION\n"
2021 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2022 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2023 " // 'vampire sight' effect, wheres red is compensated\n"
2024 " #ifdef SATURATION_REDCOMPENSATE\n"
2025 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2026 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2027 " gl_FragColor.r += r;\n"
2029 " // normal desaturation\n"
2030 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2031 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2035 "#ifdef USEGAMMARAMPS\n"
2036 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2037 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2038 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2042 "#else // !MODE_POSTPROCESS\n"
2047 "#ifdef MODE_GENERIC\n"
2048 "#ifdef VERTEX_SHADER\n"
2051 "float4 gl_Vertex : POSITION,\n"
2052 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2053 "float4 gl_Color : COLOR0,\n"
2054 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2055 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2056 "out float4 gl_Position : POSITION,\n"
2057 "#ifdef USEDIFFUSE\n"
2058 "out float2 TexCoord1 : TEXCOORD0,\n"
2060 "#ifdef USESPECULAR\n"
2061 "out float2 TexCoord2 : TEXCOORD1,\n"
2063 "out float4 gl_FrontColor : COLOR\n"
2067 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2069 " gl_FrontColor = gl_Color; // Cg is forward\n"
2071 "#ifdef USEDIFFUSE\n"
2072 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2074 "#ifdef USESPECULAR\n"
2075 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2077 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2081 "#ifdef FRAGMENT_SHADER\n"
2085 "float4 gl_FrontColor : COLOR0,\n"
2086 "float2 TexCoord1 : TEXCOORD0,\n"
2087 "float2 TexCoord2 : TEXCOORD1,\n"
2088 "#ifdef USEDIFFUSE\n"
2089 "uniform sampler Texture_First : register(s0),\n"
2091 "#ifdef USESPECULAR\n"
2092 "uniform sampler Texture_Second : register(s1),\n"
2094 "out float4 gl_FragColor : COLOR\n"
2097 "#ifdef USEVIEWTINT\n"
2098 " gl_FragColor = gl_FrontColor;\n"
2100 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2102 "#ifdef USEDIFFUSE\n"
2103 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2106 "#ifdef USESPECULAR\n"
2107 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2108 "# ifdef USECOLORMAPPING\n"
2109 " gl_FragColor *= tex2;\n"
2112 " gl_FragColor += tex2;\n"
2114 "# ifdef USEVERTEXTEXTUREBLEND\n"
2115 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2120 "#else // !MODE_GENERIC\n"
2125 "#ifdef MODE_BLOOMBLUR\n"
2126 "#ifdef VERTEX_SHADER\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0\n"
2136 " TexCoord = gl_MultiTexCoord0.xy;\n"
2137 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2141 "#ifdef FRAGMENT_SHADER\n"
2145 "float2 TexCoord : TEXCOORD0,\n"
2146 "uniform sampler Texture_First : register(s0),\n"
2147 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2148 "out float4 gl_FragColor : COLOR\n"
2152 " float2 tc = TexCoord;\n"
2153 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2154 " tc += BloomBlur_Parameters.xy;\n"
2155 " for (i = 1;i < SAMPLES;i++)\n"
2157 " color += tex2D(Texture_First, tc).rgb;\n"
2158 " tc += BloomBlur_Parameters.xy;\n"
2160 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2163 "#else // !MODE_BLOOMBLUR\n"
2164 "#ifdef MODE_REFRACTION\n"
2165 "#ifdef VERTEX_SHADER\n"
2168 "float4 gl_Vertex : POSITION,\n"
2169 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2170 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2171 "uniform float4x4 TexMatrix : register(c0),\n"
2172 "uniform float3 EyePosition : register(c24),\n"
2173 "out float4 gl_Position : POSITION,\n"
2174 "out float2 TexCoord : TEXCOORD0,\n"
2175 "out float3 EyeVector : TEXCOORD1,\n"
2176 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2179 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2180 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2181 " ModelViewProjectionPosition = gl_Position;\n"
2185 "#ifdef FRAGMENT_SHADER\n"
2188 "float2 TexCoord : TEXCOORD0,\n"
2189 "float3 EyeVector : TEXCOORD1,\n"
2190 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2191 "uniform sampler Texture_Normal : register(s0),\n"
2192 "uniform sampler Texture_Refraction : register(s3),\n"
2193 "uniform sampler Texture_Reflection : register(s7),\n"
2194 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2195 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2196 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2197 "uniform float4 RefractColor : register(c29),\n"
2198 "out float4 gl_FragColor : COLOR\n"
2201 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2202 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2203 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2204 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2205 " // FIXME temporary hack to detect the case that the reflection\n"
2206 " // gets blackened at edges due to leaving the area that contains actual\n"
2208 " // Remove this 'ack once we have a better way to stop this thing from\n"
2210 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2211 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2214 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2215 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2218 "#else // !MODE_REFRACTION\n"
2223 "#ifdef MODE_WATER\n"
2224 "#ifdef VERTEX_SHADER\n"
2228 "float4 gl_Vertex : POSITION,\n"
2229 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2230 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2231 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2232 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2233 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2234 "uniform float4x4 TexMatrix : register(c0),\n"
2235 "uniform float3 EyePosition : register(c24),\n"
2236 "out float4 gl_Position : POSITION,\n"
2237 "out float2 TexCoord : TEXCOORD0,\n"
2238 "out float3 EyeVector : TEXCOORD1,\n"
2239 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2242 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2243 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2244 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2245 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2246 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2247 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2248 " ModelViewProjectionPosition = gl_Position;\n"
2252 "#ifdef FRAGMENT_SHADER\n"
2255 "float2 TexCoord : TEXCOORD0,\n"
2256 "float3 EyeVector : TEXCOORD1,\n"
2257 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2258 "uniform sampler Texture_Normal : register(s0),\n"
2259 "uniform sampler Texture_Refraction : register(s3),\n"
2260 "uniform sampler Texture_Reflection : register(s7),\n"
2261 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2262 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2263 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2264 "uniform float4 RefractColor : register(c29),\n"
2265 "uniform float4 ReflectColor : register(c26),\n"
2266 "uniform float ReflectFactor : register(c27),\n"
2267 "uniform float ReflectOffset : register(c28),\n"
2268 "out float4 gl_FragColor : COLOR\n"
2271 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2272 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2273 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2274 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2275 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2276 " // FIXME temporary hack to detect the case that the reflection\n"
2277 " // gets blackened at edges due to leaving the area that contains actual\n"
2279 " // Remove this 'ack once we have a better way to stop this thing from\n"
2281 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2282 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2284 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2285 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2286 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2290 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2291 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2292 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2295 "#else // !MODE_WATER\n"
2300 "// 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"
2302 "// fragment shader specific:\n"
2303 "#ifdef FRAGMENT_SHADER\n"
2306 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2309 "#ifdef USEFOGHEIGHTTEXTURE\n"
2310 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2311 " fogfrac = fogheightpixel.a;\n"
2312 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2314 "# ifdef USEFOGOUTSIDE\n"
2315 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2317 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2319 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2324 "#ifdef USEOFFSETMAPPING\n"
2325 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2327 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2328 " // 14 sample relief mapping: linear search and then binary search\n"
2329 " // this basically steps forward a small amount repeatedly until it finds\n"
2330 " // itself inside solid, then jitters forward and back using decreasing\n"
2331 " // amounts to find the impact\n"
2332 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2333 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2334 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2335 " float3 RT = float3(TexCoord, 1);\n"
2336 " OffsetVector *= 0.1;\n"
2337 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2350 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2353 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2354 " // this basically moves forward the full distance, and then backs up based\n"
2355 " // on height of samples\n"
2356 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2357 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2358 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2359 " TexCoord += OffsetVector;\n"
2360 " OffsetVector *= 0.333;\n"
2361 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2364 " return TexCoord;\n"
2367 "#endif // USEOFFSETMAPPING\n"
2369 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2370 "#if defined(USESHADOWMAP2D)\n"
2371 "# ifdef USESHADOWMAPORTHO\n"
2372 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2374 "# ifdef USESHADOWMAPVSDCT\n"
2375 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2377 " float3 adir = abs(dir);\n"
2378 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2379 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2380 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2383 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2385 " float3 adir = abs(dir);\n"
2386 " float ma = adir.z;\n"
2387 " float4 proj = float4(dir, 2.5);\n"
2388 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2389 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2391 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2393 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2394 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2399 "#endif // defined(USESHADOWMAP2D)\n"
2401 "# ifdef USESHADOWMAP2D\n"
2402 "#ifdef USESHADOWMAPVSDCT\n"
2403 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2405 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2408 "#ifdef USESHADOWMAPVSDCT\n"
2409 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2411 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2415 "# ifdef USESHADOWSAMPLER\n"
2416 "# ifdef USESHADOWMAPPCF\n"
2417 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2418 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2419 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2421 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2424 "# ifdef USESHADOWMAPPCF\n"
2425 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2426 "# ifdef GL_ARB_texture_gather\n"
2427 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2429 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2431 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2432 "# if USESHADOWMAPPCF > 1\n"
2433 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2434 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2435 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2436 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2437 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2438 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2439 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2440 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2441 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2442 " float4 locols = float4(group1.ab, group3.ab);\n"
2443 " float4 hicols = float4(group7.rg, group9.rg);\n"
2444 " locols.yz += group2.ab;\n"
2445 " hicols.yz += group8.rg;\n"
2446 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2447 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2448 " lerp(locols, hicols, offset.y);\n"
2449 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2450 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2451 " f = dot(cols, float4(1.0/25.0));\n"
2453 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2454 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2455 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2456 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2457 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2458 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2459 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2462 "# ifdef GL_EXT_gpu_shader4\n"
2463 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2465 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2467 "# if USESHADOWMAPPCF > 1\n"
2468 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2469 " center *= ShadowMap_TextureScale;\n"
2470 " 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"
2471 " 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"
2472 " 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"
2473 " 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"
2474 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2475 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2477 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2478 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2479 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2480 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2481 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2482 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2486 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2489 "# ifdef USESHADOWMAPORTHO\n"
2490 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2496 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2497 "#endif // FRAGMENT_SHADER\n"
2502 "#ifdef MODE_DEFERREDGEOMETRY\n"
2503 "#ifdef VERTEX_SHADER\n"
2506 "float4 gl_Vertex : POSITION,\n"
2507 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2508 "#ifdef USEVERTEXTEXTUREBLEND\n"
2509 "float4 gl_Color : COLOR0,\n"
2511 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2512 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2513 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2514 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2515 "uniform float4x4 TexMatrix : register(c0),\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2519 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2520 "#ifdef USEOFFSETMAPPING\n"
2521 "uniform float3 EyePosition : register(c24),\n"
2523 "out float4 gl_Position : POSITION,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "out float4 gl_FrontColor : COLOR,\n"
2527 "out float4 TexCoordBoth : TEXCOORD0,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "out float3 EyeVector : TEXCOORD2,\n"
2531 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2532 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2533 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2536 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2537 "#ifdef USEVERTEXTEXTUREBLEND\n"
2539 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2541 " gl_FrontColor = gl_Color; // Cg is forward\n"
2543 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2546 " // transform unnormalized eye direction into tangent space\n"
2547 "#ifdef USEOFFSETMAPPING\n"
2548 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2549 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2550 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2551 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2554 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2555 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2556 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2557 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2558 " VectorR.w = gl_Position.z;\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2570 "uniform sampler Texture_Normal : register(s0),\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler Texture_Color : register(s1),\n"
2574 "uniform sampler Texture_Gloss : register(s2),\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2577 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale : register(c24),\n"
2582 "uniform half SpecularPower : register(c36),\n"
2584 "out float4 gl_FragData0 : COLOR0,\n"
2585 "out float4 gl_FragData1 : COLOR1\n"
2587 "out float4 gl_FragColor : COLOR\n"
2591 " float2 TexCoord = TexCoordBoth.xy;\n"
2592 "#ifdef USEOFFSETMAPPING\n"
2593 " // apply offsetmapping\n"
2594 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2595 "#define TexCoord TexCoordOffset\n"
2598 "#ifdef USEALPHAKILL\n"
2599 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2603 "#ifdef USEVERTEXTEXTUREBLEND\n"
2604 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2605 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2606 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2607 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2610 "#ifdef USEVERTEXTEXTUREBLEND\n"
2611 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2614 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2615 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2619 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2620 " float Depth = VectorR.w / 256.0;\n"
2621 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2622 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2623 " depthcolor.yz -= floor(depthcolor.yz);\n"
2624 " gl_FragData1 = depthcolor;\n"
2626 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2629 "#endif // FRAGMENT_SHADER\n"
2630 "#else // !MODE_DEFERREDGEOMETRY\n"
2635 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2636 "#ifdef VERTEX_SHADER\n"
2639 "float4 gl_Vertex : POSITION,\n"
2640 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2641 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2642 "out float4 gl_Position : POSITION,\n"
2643 "out float4 ModelViewPosition : TEXCOORD0\n"
2646 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2647 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2649 "#endif // VERTEX_SHADER\n"
2651 "#ifdef FRAGMENT_SHADER\n"
2655 "float2 Pixel : VPOS,\n"
2657 "float2 Pixel : WPOS,\n"
2659 "float4 ModelViewPosition : TEXCOORD0,\n"
2660 "uniform float4x4 ViewToLight : register(c44),\n"
2661 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2662 "uniform float3 LightPosition : register(c23),\n"
2663 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2664 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2665 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2666 "#ifdef USESPECULAR\n"
2667 "uniform half3 DeferredColor_Specular : register(c11),\n"
2668 "uniform half SpecularPower : register(c36),\n"
2670 "uniform sampler Texture_Attenuation : register(s9),\n"
2671 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2672 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2674 "#ifdef USECUBEFILTER\n"
2675 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2678 "#ifdef USESHADOWMAP2D\n"
2679 "# ifdef USESHADOWSAMPLER\n"
2680 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2682 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2686 "#ifdef USESHADOWMAPVSDCT\n"
2687 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2690 "#if defined(USESHADOWMAP2D)\n"
2691 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2692 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2704 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2706 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2708 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2709 " // decode viewspace pixel normal\n"
2710 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2711 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2712 " // surfacenormal = pixel normal in viewspace\n"
2713 " // LightVector = pixel to light in viewspace\n"
2714 " // CubeVector = position in lightspace\n"
2715 " // eyevector = pixel to view in viewspace\n"
2716 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2717 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2718 "#ifdef USEDIFFUSE\n"
2719 " // calculate diffuse shading\n"
2720 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2721 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2723 "#ifdef USESPECULAR\n"
2724 " // calculate directional shading\n"
2725 " float3 eyevector = position * -1.0;\n"
2726 "# ifdef USEEXACTSPECULARMATH\n"
2727 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2729 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2730 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2734 "#if defined(USESHADOWMAP2D)\n"
2735 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2736 "#ifdef USESHADOWMAPVSDCT\n"
2737 ", Texture_CubeProjection\n"
2742 "#ifdef USEDIFFUSE\n"
2743 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2745 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2747 "#ifdef USESPECULAR\n"
2748 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2750 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2753 "# ifdef USECUBEFILTER\n"
2754 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2755 " gl_FragData0.rgb *= cubecolor;\n"
2756 " gl_FragData1.rgb *= cubecolor;\n"
2759 "#endif // FRAGMENT_SHADER\n"
2760 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "#ifdef VERTEX_SHADER\n"
2768 "float4 gl_Vertex : POSITION,\n"
2769 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2770 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2771 "float4 gl_Color : COLOR0,\n"
2773 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2774 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2775 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2776 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2777 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2779 "uniform float3 EyePosition : register(c24),\n"
2780 "uniform float4x4 TexMatrix : register(c0),\n"
2781 "#ifdef USEVERTEXTEXTUREBLEND\n"
2782 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2784 "#ifdef MODE_LIGHTSOURCE\n"
2785 "uniform float4x4 ModelToLight : register(c20),\n"
2787 "#ifdef MODE_LIGHTSOURCE\n"
2788 "uniform float3 LightPosition : register(c27),\n"
2790 "#ifdef MODE_LIGHTDIRECTION\n"
2791 "uniform float3 LightDir : register(c26),\n"
2793 "uniform float4 FogPlane : register(c25),\n"
2794 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2795 "uniform float3 LightPosition : register(c27),\n"
2797 "#ifdef USESHADOWMAPORTHO\n"
2798 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2800 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2801 "out float4 gl_FrontColor : COLOR,\n"
2803 "out float4 TexCoordBoth : TEXCOORD0,\n"
2804 "#ifdef USELIGHTMAP\n"
2805 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2807 "#ifdef USEEYEVECTOR\n"
2808 "out float3 EyeVector : TEXCOORD2,\n"
2810 "#ifdef USEREFLECTION\n"
2811 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2814 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2816 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2817 "out float3 LightVector : TEXCOORD1,\n"
2819 "#ifdef MODE_LIGHTSOURCE\n"
2820 "out float3 CubeVector : TEXCOORD3,\n"
2822 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2823 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2824 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2825 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2827 "#ifdef USESHADOWMAPORTHO\n"
2828 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2830 "out float4 gl_Position : POSITION\n"
2833 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2835 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2837 " gl_FrontColor = gl_Color; // Cg is forward\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : VPOS,\n"
2913 "float2 Pixel : WPOS,\n"
2916 "float4 gl_FrontColor : COLOR,\n"
2917 "float4 TexCoordBoth : TEXCOORD0,\n"
2918 "#ifdef USELIGHTMAP\n"
2919 "float2 TexCoordLightmap : TEXCOORD1,\n"
2921 "#ifdef USEEYEVECTOR\n"
2922 "float3 EyeVector : TEXCOORD2,\n"
2924 "#ifdef USEREFLECTION\n"
2925 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2928 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2930 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2931 "float3 LightVector : TEXCOORD1,\n"
2933 "#ifdef MODE_LIGHTSOURCE\n"
2934 "float3 CubeVector : TEXCOORD3,\n"
2936 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2937 "float4 ModelViewPosition : TEXCOORD0,\n"
2939 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2940 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2941 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2942 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2944 "#ifdef USESHADOWMAPORTHO\n"
2945 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2948 "uniform sampler Texture_Normal : register(s0),\n"
2949 "uniform sampler Texture_Color : register(s1),\n"
2950 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2951 "uniform sampler Texture_Gloss : register(s2),\n"
2954 "uniform sampler Texture_Glow : register(s3),\n"
2956 "#ifdef USEVERTEXTEXTUREBLEND\n"
2957 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2958 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2959 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2960 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2963 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2966 "#ifdef USECOLORMAPPING\n"
2967 "uniform sampler Texture_Pants : register(s4),\n"
2968 "uniform sampler Texture_Shirt : register(s7),\n"
2971 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2972 "uniform sampler Texture_FogMask : register(s8),\n"
2974 "#ifdef USELIGHTMAP\n"
2975 "uniform sampler Texture_Lightmap : register(s9),\n"
2977 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2978 "uniform sampler Texture_Deluxemap : register(s10),\n"
2980 "#ifdef USEREFLECTION\n"
2981 "uniform sampler Texture_Reflection : register(s7),\n"
2984 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2985 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2986 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2988 "#ifdef USEDEFERREDLIGHTMAP\n"
2989 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2990 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2991 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2992 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2995 "#ifdef USECOLORMAPPING\n"
2996 "uniform half3 Color_Pants : register(c7),\n"
2997 "uniform half3 Color_Shirt : register(c8),\n"
3000 "uniform float3 FogColor : register(c16),\n"
3001 "uniform float FogRangeRecip : register(c20),\n"
3002 "uniform float FogPlaneViewDist : register(c19),\n"
3003 "uniform float FogHeightFade : register(c17),\n"
3006 "#ifdef USEOFFSETMAPPING\n"
3007 "uniform float OffsetMapping_Scale : register(c24),\n"
3010 "#ifdef USEDEFERREDLIGHTMAP\n"
3011 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3012 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3013 "uniform half3 DeferredMod_Specular : register(c13),\n"
3015 "uniform half3 Color_Ambient : register(c3),\n"
3016 "uniform half3 Color_Diffuse : register(c4),\n"
3017 "uniform half3 Color_Specular : register(c5),\n"
3018 "uniform half SpecularPower : register(c36),\n"
3020 "uniform half3 Color_Glow : register(c6),\n"
3022 "uniform half Alpha : register(c0),\n"
3023 "#ifdef USEREFLECTION\n"
3024 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3025 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3026 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3027 "uniform half4 ReflectColor : register(c26),\n"
3029 "#ifdef USEREFLECTCUBE\n"
3030 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3031 "uniform sampler Texture_ReflectMask : register(s5),\n"
3032 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3034 "#ifdef MODE_LIGHTDIRECTION\n"
3035 "uniform half3 LightColor : register(c21),\n"
3037 "#ifdef MODE_LIGHTSOURCE\n"
3038 "uniform half3 LightColor : register(c21),\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3042 "uniform sampler Texture_Attenuation : register(s9),\n"
3043 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3046 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3048 "#ifdef USESHADOWMAP2D\n"
3049 "# ifdef USESHADOWSAMPLER\n"
3050 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3052 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3056 "#ifdef USESHADOWMAPVSDCT\n"
3057 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3060 "#if defined(USESHADOWMAP2D)\n"
3061 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3062 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3064 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3066 "out float4 gl_FragColor : COLOR\n"
3069 " float2 TexCoord = TexCoordBoth.xy;\n"
3070 "#ifdef USEVERTEXTEXTUREBLEND\n"
3071 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3073 "#ifdef USEOFFSETMAPPING\n"
3074 " // apply offsetmapping\n"
3075 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3076 "#define TexCoord TexCoordOffset\n"
3079 " // combine the diffuse textures (base, pants, shirt)\n"
3080 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3081 "#ifdef USEALPHAKILL\n"
3082 " if (color.a < 0.5)\n"
3085 " color.a *= Alpha;\n"
3086 "#ifdef USECOLORMAPPING\n"
3087 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3089 "#ifdef USEVERTEXTEXTUREBLEND\n"
3090 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3091 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3092 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3093 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3095 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3098 " // get the surface normal\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3102 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3105 " // get the material colors\n"
3106 " half3 diffusetex = color.rgb;\n"
3107 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3108 "# ifdef USEVERTEXTEXTUREBLEND\n"
3109 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3111 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3115 "#ifdef USEREFLECTCUBE\n"
3116 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3117 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3118 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3119 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3125 "#ifdef MODE_LIGHTSOURCE\n"
3126 " // light source\n"
3127 "#ifdef USEDIFFUSE\n"
3128 " half3 lightnormal = half3(normalize(LightVector));\n"
3129 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3130 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3131 "#ifdef USESPECULAR\n"
3132 "#ifdef USEEXACTSPECULARMATH\n"
3133 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3135 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3136 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3138 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3141 " color.rgb = diffusetex * Color_Ambient;\n"
3143 " color.rgb *= LightColor;\n"
3144 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3145 "#if defined(USESHADOWMAP2D)\n"
3146 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3147 "#ifdef USESHADOWMAPVSDCT\n"
3148 ", Texture_CubeProjection\n"
3153 "# ifdef USECUBEFILTER\n"
3154 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3157 "#ifdef USESHADOWMAP2D\n"
3158 "#ifdef USESHADOWMAPVSDCT\n"
3159 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3161 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3163 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3164 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3165 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3166 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3167 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3168 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3169 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3170 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3171 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3172 "// color.r = half(shadowmaptc.z);\n"
3173 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3174 "// color.r = half(shadowmaptc.z);\n"
3176 "// color.rgb = abs(CubeVector);\n"
3178 "// color.rgb = half3(1,1,1);\n"
3179 "#endif // MODE_LIGHTSOURCE\n"
3184 "#ifdef MODE_LIGHTDIRECTION\n"
3186 "#ifdef USEDIFFUSE\n"
3187 " half3 lightnormal = half3(normalize(LightVector));\n"
3189 "#define lightcolor LightColor\n"
3190 "#endif // MODE_LIGHTDIRECTION\n"
3191 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3193 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3194 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3195 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3196 " // convert modelspace light vector to tangentspace\n"
3197 " half3 lightnormal;\n"
3198 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3199 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3200 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3201 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3202 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3203 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3204 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3205 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3206 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3207 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3208 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3209 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3210 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3211 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3212 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3214 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3215 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3216 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3222 "#ifdef MODE_FAKELIGHT\n"
3224 "half3 lightnormal = half3(normalize(EyeVector));\n"
3225 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3226 "#endif // MODE_FAKELIGHT\n"
3231 "#ifdef MODE_LIGHTMAP\n"
3232 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3233 "#endif // MODE_LIGHTMAP\n"
3234 "#ifdef MODE_VERTEXCOLOR\n"
3235 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3236 "#endif // MODE_VERTEXCOLOR\n"
3237 "#ifdef MODE_FLATCOLOR\n"
3238 " color.rgb = diffusetex * Color_Ambient;\n"
3239 "#endif // MODE_FLATCOLOR\n"
3245 "# ifdef USEDIFFUSE\n"
3246 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3247 "# ifdef USESPECULAR\n"
3248 "# ifdef USEEXACTSPECULARMATH\n"
3249 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3251 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3252 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3254 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3256 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3259 " color.rgb = diffusetex * Color_Ambient;\n"
3263 "#ifdef USESHADOWMAPORTHO\n"
3264 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3267 "#ifdef USEDEFERREDLIGHTMAP\n"
3268 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3269 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3270 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3271 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3272 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3276 "#ifdef USEVERTEXTEXTUREBLEND\n"
3277 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3279 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3284 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3287 " // 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"
3288 "#ifdef USEREFLECTION\n"
3289 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3290 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3291 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3292 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3293 " // FIXME temporary hack to detect the case that the reflection\n"
3294 " // gets blackened at edges due to leaving the area that contains actual\n"
3296 " // Remove this 'ack once we have a better way to stop this thing from\n"
3298 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3299 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3301 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3302 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3303 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3306 " gl_FragColor = float4(color);\n"
3308 "#endif // FRAGMENT_SHADER\n"
3310 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3311 "#endif // !MODE_DEFERREDGEOMETRY\n"
3312 "#endif // !MODE_WATER\n"
3313 "#endif // !MODE_REFRACTION\n"
3314 "#endif // !MODE_BLOOMBLUR\n"
3315 "#endif // !MODE_GENERIC\n"
3316 "#endif // !MODE_POSTPROCESS\n"
3317 "#endif // !MODE_SHOWDEPTH\n"
3318 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3321 char *glslshaderstring = NULL;
3322 char *cgshaderstring = NULL;
3323 char *hlslshaderstring = NULL;
3325 //=======================================================================================================================================================
3327 typedef struct shaderpermutationinfo_s
3329 const char *pretext;
3332 shaderpermutationinfo_t;
3334 typedef struct shadermodeinfo_s
3336 const char *vertexfilename;
3337 const char *geometryfilename;
3338 const char *fragmentfilename;
3339 const char *pretext;
3344 typedef enum shaderpermutation_e
3346 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3347 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3348 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3349 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3350 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3351 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3352 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3353 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3354 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3355 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3356 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3357 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3358 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3359 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3360 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3361 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3362 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3363 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3364 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3365 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3366 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3367 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3368 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3369 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3370 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3371 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3372 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3373 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3374 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3376 shaderpermutation_t;
3378 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3379 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3381 {"#define USEDIFFUSE\n", " diffuse"},
3382 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3383 {"#define USEVIEWTINT\n", " viewtint"},
3384 {"#define USECOLORMAPPING\n", " colormapping"},
3385 {"#define USESATURATION\n", " saturation"},
3386 {"#define USEFOGINSIDE\n", " foginside"},
3387 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3388 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3389 {"#define USEGAMMARAMPS\n", " gammaramps"},
3390 {"#define USECUBEFILTER\n", " cubefilter"},
3391 {"#define USEGLOW\n", " glow"},
3392 {"#define USEBLOOM\n", " bloom"},
3393 {"#define USESPECULAR\n", " specular"},
3394 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3395 {"#define USEREFLECTION\n", " reflection"},
3396 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3397 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3398 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3399 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3400 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3401 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3402 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3403 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3404 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3405 {"#define USEALPHAKILL\n", " alphakill"},
3406 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3410 // this enum selects which of the glslshadermodeinfo entries should be used
3411 typedef enum shadermode_e
3413 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3414 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3415 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3416 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3417 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3418 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3419 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3420 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3421 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3422 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3423 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3424 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3425 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3426 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3427 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3428 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3433 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3434 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3438 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3451 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3455 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3472 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3477 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3494 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3498 struct r_glsl_permutation_s;
3499 typedef struct r_glsl_permutation_s
3501 /// hash lookup data
3502 struct r_glsl_permutation_s *hashnext;
3504 unsigned int permutation;
3506 /// indicates if we have tried compiling this permutation already
3508 /// 0 if compilation failed
3510 /// locations of detected uniforms in program object, or -1 if not found
3511 int loc_Texture_First;
3512 int loc_Texture_Second;
3513 int loc_Texture_GammaRamps;
3514 int loc_Texture_Normal;
3515 int loc_Texture_Color;
3516 int loc_Texture_Gloss;
3517 int loc_Texture_Glow;
3518 int loc_Texture_SecondaryNormal;
3519 int loc_Texture_SecondaryColor;
3520 int loc_Texture_SecondaryGloss;
3521 int loc_Texture_SecondaryGlow;
3522 int loc_Texture_Pants;
3523 int loc_Texture_Shirt;
3524 int loc_Texture_FogHeightTexture;
3525 int loc_Texture_FogMask;
3526 int loc_Texture_Lightmap;
3527 int loc_Texture_Deluxemap;
3528 int loc_Texture_Attenuation;
3529 int loc_Texture_Cube;
3530 int loc_Texture_Refraction;
3531 int loc_Texture_Reflection;
3532 int loc_Texture_ShadowMap2D;
3533 int loc_Texture_CubeProjection;
3534 int loc_Texture_ScreenDepth;
3535 int loc_Texture_ScreenNormalMap;
3536 int loc_Texture_ScreenDiffuse;
3537 int loc_Texture_ScreenSpecular;
3538 int loc_Texture_ReflectMask;
3539 int loc_Texture_ReflectCube;
3541 int loc_BloomBlur_Parameters;
3543 int loc_Color_Ambient;
3544 int loc_Color_Diffuse;
3545 int loc_Color_Specular;
3547 int loc_Color_Pants;
3548 int loc_Color_Shirt;
3549 int loc_DeferredColor_Ambient;
3550 int loc_DeferredColor_Diffuse;
3551 int loc_DeferredColor_Specular;
3552 int loc_DeferredMod_Diffuse;
3553 int loc_DeferredMod_Specular;
3554 int loc_DistortScaleRefractReflect;
3555 int loc_EyePosition;
3557 int loc_FogHeightFade;
3559 int loc_FogPlaneViewDist;
3560 int loc_FogRangeRecip;
3563 int loc_LightPosition;
3564 int loc_OffsetMapping_Scale;
3566 int loc_ReflectColor;
3567 int loc_ReflectFactor;
3568 int loc_ReflectOffset;
3569 int loc_RefractColor;
3571 int loc_ScreenCenterRefractReflect;
3572 int loc_ScreenScaleRefractReflect;
3573 int loc_ScreenToDepth;
3574 int loc_ShadowMap_Parameters;
3575 int loc_ShadowMap_TextureScale;
3576 int loc_SpecularPower;
3581 int loc_ViewTintColor;
3582 int loc_ViewToLight;
3583 int loc_ModelToLight;
3585 int loc_BackgroundTexMatrix;
3586 int loc_ModelViewProjectionMatrix;
3587 int loc_ModelViewMatrix;
3588 int loc_PixelToScreenTexCoord;
3589 int loc_ModelToReflectCube;
3590 int loc_ShadowMapMatrix;
3591 int loc_BloomColorSubtract;
3592 int loc_NormalmapScrollBlend;
3594 r_glsl_permutation_t;
3596 #define SHADERPERMUTATION_HASHSIZE 256
3599 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3600 // these can NOT degrade! only use for simple stuff
3603 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3604 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3605 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3608 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3610 #define SHADERSTATICPARMS_COUNT 6
3612 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3613 static int shaderstaticparms_count = 0;
3615 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3616 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3617 qboolean R_CompileShader_CheckStaticParms(void)
3619 static int r_compileshader_staticparms_save[1];
3620 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3621 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3624 if (r_glsl_saturation_redcompensate.integer)
3625 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3626 if (r_shadow_glossexact.integer)
3627 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3628 if (r_glsl_postprocess.integer)
3630 if (r_glsl_postprocess_uservec1_enable.integer)
3631 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3632 if (r_glsl_postprocess_uservec2_enable.integer)
3633 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3634 if (r_glsl_postprocess_uservec3_enable.integer)
3635 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3636 if (r_glsl_postprocess_uservec4_enable.integer)
3637 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3639 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3642 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3643 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3644 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3646 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3647 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3649 shaderstaticparms_count = 0;
3652 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3657 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3660 /// information about each possible shader permutation
3661 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3662 /// currently selected permutation
3663 r_glsl_permutation_t *r_glsl_permutation;
3664 /// storage for permutations linked in the hash table
3665 memexpandablearray_t r_glsl_permutationarray;
3667 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3669 //unsigned int hashdepth = 0;
3670 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3671 r_glsl_permutation_t *p;
3672 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3674 if (p->mode == mode && p->permutation == permutation)
3676 //if (hashdepth > 10)
3677 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3682 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3684 p->permutation = permutation;
3685 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3686 r_glsl_permutationhash[mode][hashindex] = p;
3687 //if (hashdepth > 10)
3688 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3692 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3695 if (!filename || !filename[0])
3697 if (!strcmp(filename, "glsl/default.glsl"))
3699 if (!glslshaderstring)
3701 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3702 if (glslshaderstring)
3703 Con_DPrintf("Loading shaders from file %s...\n", filename);
3705 glslshaderstring = (char *)builtinshaderstring;
3707 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3708 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3709 return shaderstring;
3711 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3714 if (printfromdisknotice)
3715 Con_DPrintf("from disk %s... ", filename);
3716 return shaderstring;
3718 return shaderstring;
3721 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3724 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3725 char *vertexstring, *geometrystring, *fragmentstring;
3726 char permutationname[256];
3727 int vertstrings_count = 0;
3728 int geomstrings_count = 0;
3729 int fragstrings_count = 0;
3730 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3731 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3732 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3739 permutationname[0] = 0;
3740 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3741 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3742 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3744 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3746 // the first pretext is which type of shader to compile as
3747 // (later these will all be bound together as a program object)
3748 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3749 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3750 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3752 // the second pretext is the mode (for example a light source)
3753 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3754 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3755 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3756 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3758 // now add all the permutation pretexts
3759 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3761 if (permutation & (1<<i))
3763 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3764 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3765 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3766 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3770 // keep line numbers correct
3771 vertstrings_list[vertstrings_count++] = "\n";
3772 geomstrings_list[geomstrings_count++] = "\n";
3773 fragstrings_list[fragstrings_count++] = "\n";
3778 R_CompileShader_AddStaticParms(mode, permutation);
3779 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3780 vertstrings_count += shaderstaticparms_count;
3781 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3782 geomstrings_count += shaderstaticparms_count;
3783 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3784 fragstrings_count += shaderstaticparms_count;
3786 // now append the shader text itself
3787 vertstrings_list[vertstrings_count++] = vertexstring;
3788 geomstrings_list[geomstrings_count++] = geometrystring;
3789 fragstrings_list[fragstrings_count++] = fragmentstring;
3791 // if any sources were NULL, clear the respective list
3793 vertstrings_count = 0;
3794 if (!geometrystring)
3795 geomstrings_count = 0;
3796 if (!fragmentstring)
3797 fragstrings_count = 0;
3799 // compile the shader program
3800 if (vertstrings_count + geomstrings_count + fragstrings_count)
3801 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3805 qglUseProgramObjectARB(p->program);CHECKGLERROR
3806 // look up all the uniform variable names we care about, so we don't
3807 // have to look them up every time we set them
3809 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3810 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3811 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3812 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3813 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3814 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3815 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3816 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3817 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3818 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3819 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3820 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3821 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3822 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3823 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3824 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3825 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3826 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3827 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3828 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3829 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3830 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3831 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3832 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3833 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3834 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3835 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3836 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3837 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3838 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3839 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3840 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3841 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3842 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3843 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3844 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3845 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3846 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3847 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3848 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3849 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3850 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3851 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3852 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3853 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3854 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3855 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3856 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3857 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3858 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3859 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3860 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3861 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3862 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3863 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3864 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3865 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3866 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3867 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3868 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3869 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3870 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3871 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3872 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3873 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3874 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3875 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3876 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3877 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3878 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3879 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3880 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3881 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3882 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3883 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3884 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3885 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3886 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3887 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3888 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3889 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3890 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3891 // initialize the samplers to refer to the texture units we use
3892 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3893 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3894 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3895 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3896 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3897 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3898 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3899 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3900 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3901 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3902 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3903 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3904 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3905 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3906 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3907 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3908 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3909 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3910 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3911 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3912 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3913 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3914 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3915 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3916 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3917 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3918 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3919 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3920 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3922 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3925 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3929 Mem_Free(vertexstring);
3931 Mem_Free(geometrystring);
3933 Mem_Free(fragmentstring);
3936 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3938 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3939 if (r_glsl_permutation != perm)
3941 r_glsl_permutation = perm;
3942 if (!r_glsl_permutation->program)
3944 if (!r_glsl_permutation->compiled)
3945 R_GLSL_CompilePermutation(perm, mode, permutation);
3946 if (!r_glsl_permutation->program)
3948 // remove features until we find a valid permutation
3950 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3952 // reduce i more quickly whenever it would not remove any bits
3953 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3954 if (!(permutation & j))
3957 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3958 if (!r_glsl_permutation->compiled)
3959 R_GLSL_CompilePermutation(perm, mode, permutation);
3960 if (r_glsl_permutation->program)
3963 if (i >= SHADERPERMUTATION_COUNT)
3965 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3966 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3967 qglUseProgramObjectARB(0);CHECKGLERROR
3968 return; // no bit left to clear, entire mode is broken
3973 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3975 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3976 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3977 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3981 #include <Cg/cgGL.h>
3982 struct r_cg_permutation_s;
3983 typedef struct r_cg_permutation_s
3985 /// hash lookup data
3986 struct r_cg_permutation_s *hashnext;
3988 unsigned int permutation;
3990 /// indicates if we have tried compiling this permutation already
3992 /// 0 if compilation failed
3995 /// locations of detected parameters in programs, or NULL if not found
3996 CGparameter vp_EyePosition;
3997 CGparameter vp_FogPlane;
3998 CGparameter vp_LightDir;
3999 CGparameter vp_LightPosition;
4000 CGparameter vp_ModelToLight;
4001 CGparameter vp_TexMatrix;
4002 CGparameter vp_BackgroundTexMatrix;
4003 CGparameter vp_ModelViewProjectionMatrix;
4004 CGparameter vp_ModelViewMatrix;
4005 CGparameter vp_ShadowMapMatrix;
4007 CGparameter fp_Texture_First;
4008 CGparameter fp_Texture_Second;
4009 CGparameter fp_Texture_GammaRamps;
4010 CGparameter fp_Texture_Normal;
4011 CGparameter fp_Texture_Color;
4012 CGparameter fp_Texture_Gloss;
4013 CGparameter fp_Texture_Glow;
4014 CGparameter fp_Texture_SecondaryNormal;
4015 CGparameter fp_Texture_SecondaryColor;
4016 CGparameter fp_Texture_SecondaryGloss;
4017 CGparameter fp_Texture_SecondaryGlow;
4018 CGparameter fp_Texture_Pants;
4019 CGparameter fp_Texture_Shirt;
4020 CGparameter fp_Texture_FogHeightTexture;
4021 CGparameter fp_Texture_FogMask;
4022 CGparameter fp_Texture_Lightmap;
4023 CGparameter fp_Texture_Deluxemap;
4024 CGparameter fp_Texture_Attenuation;
4025 CGparameter fp_Texture_Cube;
4026 CGparameter fp_Texture_Refraction;
4027 CGparameter fp_Texture_Reflection;
4028 CGparameter fp_Texture_ShadowMap2D;
4029 CGparameter fp_Texture_CubeProjection;
4030 CGparameter fp_Texture_ScreenDepth;
4031 CGparameter fp_Texture_ScreenNormalMap;
4032 CGparameter fp_Texture_ScreenDiffuse;
4033 CGparameter fp_Texture_ScreenSpecular;
4034 CGparameter fp_Texture_ReflectMask;
4035 CGparameter fp_Texture_ReflectCube;
4036 CGparameter fp_Alpha;
4037 CGparameter fp_BloomBlur_Parameters;
4038 CGparameter fp_ClientTime;
4039 CGparameter fp_Color_Ambient;
4040 CGparameter fp_Color_Diffuse;
4041 CGparameter fp_Color_Specular;
4042 CGparameter fp_Color_Glow;
4043 CGparameter fp_Color_Pants;
4044 CGparameter fp_Color_Shirt;
4045 CGparameter fp_DeferredColor_Ambient;
4046 CGparameter fp_DeferredColor_Diffuse;
4047 CGparameter fp_DeferredColor_Specular;
4048 CGparameter fp_DeferredMod_Diffuse;
4049 CGparameter fp_DeferredMod_Specular;
4050 CGparameter fp_DistortScaleRefractReflect;
4051 CGparameter fp_EyePosition;
4052 CGparameter fp_FogColor;
4053 CGparameter fp_FogHeightFade;
4054 CGparameter fp_FogPlane;
4055 CGparameter fp_FogPlaneViewDist;
4056 CGparameter fp_FogRangeRecip;
4057 CGparameter fp_LightColor;
4058 CGparameter fp_LightDir;
4059 CGparameter fp_LightPosition;
4060 CGparameter fp_OffsetMapping_Scale;
4061 CGparameter fp_PixelSize;
4062 CGparameter fp_ReflectColor;
4063 CGparameter fp_ReflectFactor;
4064 CGparameter fp_ReflectOffset;
4065 CGparameter fp_RefractColor;
4066 CGparameter fp_Saturation;
4067 CGparameter fp_ScreenCenterRefractReflect;
4068 CGparameter fp_ScreenScaleRefractReflect;
4069 CGparameter fp_ScreenToDepth;
4070 CGparameter fp_ShadowMap_Parameters;
4071 CGparameter fp_ShadowMap_TextureScale;
4072 CGparameter fp_SpecularPower;
4073 CGparameter fp_UserVec1;
4074 CGparameter fp_UserVec2;
4075 CGparameter fp_UserVec3;
4076 CGparameter fp_UserVec4;
4077 CGparameter fp_ViewTintColor;
4078 CGparameter fp_ViewToLight;
4079 CGparameter fp_PixelToScreenTexCoord;
4080 CGparameter fp_ModelToReflectCube;
4081 CGparameter fp_BloomColorSubtract;
4082 CGparameter fp_NormalmapScrollBlend;
4086 /// information about each possible shader permutation
4087 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4088 /// currently selected permutation
4089 r_cg_permutation_t *r_cg_permutation;
4090 /// storage for permutations linked in the hash table
4091 memexpandablearray_t r_cg_permutationarray;
4093 #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));}}
4095 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4097 //unsigned int hashdepth = 0;
4098 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4099 r_cg_permutation_t *p;
4100 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4102 if (p->mode == mode && p->permutation == permutation)
4104 //if (hashdepth > 10)
4105 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4110 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4112 p->permutation = permutation;
4113 p->hashnext = r_cg_permutationhash[mode][hashindex];
4114 r_cg_permutationhash[mode][hashindex] = p;
4115 //if (hashdepth > 10)
4116 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4120 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4123 if (!filename || !filename[0])
4125 if (!strcmp(filename, "cg/default.cg"))
4127 if (!cgshaderstring)
4129 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4131 Con_DPrintf("Loading shaders from file %s...\n", filename);
4133 cgshaderstring = (char *)builtincgshaderstring;
4135 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4136 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4137 return shaderstring;
4139 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4142 if (printfromdisknotice)
4143 Con_DPrintf("from disk %s... ", filename);
4144 return shaderstring;
4146 return shaderstring;
4149 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4151 // TODO: load or create .fp and .vp shader files
4154 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4157 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4158 int vertstring_length = 0;
4159 int geomstring_length = 0;
4160 int fragstring_length = 0;
4162 char *vertexstring, *geometrystring, *fragmentstring;
4163 char *vertstring, *geomstring, *fragstring;
4164 char permutationname[256];
4165 char cachename[256];
4166 CGprofile vertexProfile;
4167 CGprofile fragmentProfile;
4168 int vertstrings_count = 0;
4169 int geomstrings_count = 0;
4170 int fragstrings_count = 0;
4171 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4172 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4173 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4181 permutationname[0] = 0;
4183 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4184 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4185 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4187 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4188 strlcat(cachename, "cg/", sizeof(cachename));
4190 // the first pretext is which type of shader to compile as
4191 // (later these will all be bound together as a program object)
4192 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4193 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4194 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4196 // the second pretext is the mode (for example a light source)
4197 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4198 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4199 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4200 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4201 strlcat(cachename, modeinfo->name, sizeof(cachename));
4203 // now add all the permutation pretexts
4204 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4206 if (permutation & (1<<i))
4208 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4209 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4210 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4211 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4212 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4216 // keep line numbers correct
4217 vertstrings_list[vertstrings_count++] = "\n";
4218 geomstrings_list[geomstrings_count++] = "\n";
4219 fragstrings_list[fragstrings_count++] = "\n";
4224 R_CompileShader_AddStaticParms(mode, permutation);
4225 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4226 vertstrings_count += shaderstaticparms_count;
4227 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4228 geomstrings_count += shaderstaticparms_count;
4229 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4230 fragstrings_count += shaderstaticparms_count;
4232 // replace spaces in the cachename with _ characters
4233 for (i = 0;cachename[i];i++)
4234 if (cachename[i] == ' ')
4237 // now append the shader text itself
4238 vertstrings_list[vertstrings_count++] = vertexstring;
4239 geomstrings_list[geomstrings_count++] = geometrystring;
4240 fragstrings_list[fragstrings_count++] = fragmentstring;
4242 // if any sources were NULL, clear the respective list
4244 vertstrings_count = 0;
4245 if (!geometrystring)
4246 geomstrings_count = 0;
4247 if (!fragmentstring)
4248 fragstrings_count = 0;
4250 vertstring_length = 0;
4251 for (i = 0;i < vertstrings_count;i++)
4252 vertstring_length += strlen(vertstrings_list[i]);
4253 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4254 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4255 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4257 geomstring_length = 0;
4258 for (i = 0;i < geomstrings_count;i++)
4259 geomstring_length += strlen(geomstrings_list[i]);
4260 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4261 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4262 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4264 fragstring_length = 0;
4265 for (i = 0;i < fragstrings_count;i++)
4266 fragstring_length += strlen(fragstrings_list[i]);
4267 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4268 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4269 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4273 //vertexProfile = CG_PROFILE_ARBVP1;
4274 //fragmentProfile = CG_PROFILE_ARBFP1;
4275 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4276 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4277 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4278 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4279 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4282 // try to load the cached shader, or generate one
4283 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4285 // if caching failed, do a dynamic compile for now
4287 if (vertstring[0] && !p->vprogram)
4288 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4290 if (fragstring[0] && !p->fprogram)
4291 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4294 // look up all the uniform variable names we care about, so we don't
4295 // have to look them up every time we set them
4299 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4300 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4301 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4302 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4303 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4304 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4305 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4306 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4307 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4308 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4309 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4310 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4316 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4317 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4318 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4319 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4320 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4321 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4322 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4323 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4324 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4325 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4326 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4327 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4328 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4329 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4330 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4331 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4332 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4333 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4334 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4335 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4336 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4337 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4338 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4339 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4340 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4341 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4342 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4343 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4344 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4345 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4346 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4347 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4348 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4349 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4350 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4351 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4352 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4353 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4354 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4355 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4356 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4357 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4358 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4359 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4360 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4361 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4362 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4363 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4364 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4365 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4366 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4367 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4368 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4369 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4370 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4371 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4372 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4373 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4374 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4375 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4376 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4377 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4378 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4379 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4380 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4381 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4382 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4383 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4384 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4385 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4386 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4387 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4388 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4389 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4390 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4391 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4392 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4393 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4397 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4398 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4400 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4404 Mem_Free(vertstring);
4406 Mem_Free(geomstring);
4408 Mem_Free(fragstring);
4410 Mem_Free(vertexstring);
4412 Mem_Free(geometrystring);
4414 Mem_Free(fragmentstring);
4417 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4419 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4422 if (r_cg_permutation != perm)
4424 r_cg_permutation = perm;
4425 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4427 if (!r_cg_permutation->compiled)
4428 R_CG_CompilePermutation(perm, mode, permutation);
4429 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4431 // remove features until we find a valid permutation
4433 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4435 // reduce i more quickly whenever it would not remove any bits
4436 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4437 if (!(permutation & j))
4440 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4441 if (!r_cg_permutation->compiled)
4442 R_CG_CompilePermutation(perm, mode, permutation);
4443 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4446 if (i >= SHADERPERMUTATION_COUNT)
4448 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4449 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4450 return; // no bit left to clear, entire mode is broken
4456 if (r_cg_permutation->vprogram)
4458 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4459 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4460 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4464 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4465 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4467 if (r_cg_permutation->fprogram)
4469 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4470 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4471 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4475 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4476 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4480 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4481 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4482 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4485 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4487 cgGLSetTextureParameter(param, R_GetTexture(tex));
4488 cgGLEnableTextureParameter(param);
4496 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4497 extern D3DCAPS9 vid_d3d9caps;
4500 struct r_hlsl_permutation_s;
4501 typedef struct r_hlsl_permutation_s
4503 /// hash lookup data
4504 struct r_hlsl_permutation_s *hashnext;
4506 unsigned int permutation;
4508 /// indicates if we have tried compiling this permutation already
4510 /// NULL if compilation failed
4511 IDirect3DVertexShader9 *vertexshader;
4512 IDirect3DPixelShader9 *pixelshader;
4514 r_hlsl_permutation_t;
4516 typedef enum D3DVSREGISTER_e
4518 D3DVSREGISTER_TexMatrix = 0, // float4x4
4519 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4520 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4521 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4522 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4523 D3DVSREGISTER_ModelToLight = 20, // float4x4
4524 D3DVSREGISTER_EyePosition = 24,
4525 D3DVSREGISTER_FogPlane = 25,
4526 D3DVSREGISTER_LightDir = 26,
4527 D3DVSREGISTER_LightPosition = 27,
4531 typedef enum D3DPSREGISTER_e
4533 D3DPSREGISTER_Alpha = 0,
4534 D3DPSREGISTER_BloomBlur_Parameters = 1,
4535 D3DPSREGISTER_ClientTime = 2,
4536 D3DPSREGISTER_Color_Ambient = 3,
4537 D3DPSREGISTER_Color_Diffuse = 4,
4538 D3DPSREGISTER_Color_Specular = 5,
4539 D3DPSREGISTER_Color_Glow = 6,
4540 D3DPSREGISTER_Color_Pants = 7,
4541 D3DPSREGISTER_Color_Shirt = 8,
4542 D3DPSREGISTER_DeferredColor_Ambient = 9,
4543 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4544 D3DPSREGISTER_DeferredColor_Specular = 11,
4545 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4546 D3DPSREGISTER_DeferredMod_Specular = 13,
4547 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4548 D3DPSREGISTER_EyePosition = 15, // unused
4549 D3DPSREGISTER_FogColor = 16,
4550 D3DPSREGISTER_FogHeightFade = 17,
4551 D3DPSREGISTER_FogPlane = 18,
4552 D3DPSREGISTER_FogPlaneViewDist = 19,
4553 D3DPSREGISTER_FogRangeRecip = 20,
4554 D3DPSREGISTER_LightColor = 21,
4555 D3DPSREGISTER_LightDir = 22, // unused
4556 D3DPSREGISTER_LightPosition = 23,
4557 D3DPSREGISTER_OffsetMapping_Scale = 24,
4558 D3DPSREGISTER_PixelSize = 25,
4559 D3DPSREGISTER_ReflectColor = 26,
4560 D3DPSREGISTER_ReflectFactor = 27,
4561 D3DPSREGISTER_ReflectOffset = 28,
4562 D3DPSREGISTER_RefractColor = 29,
4563 D3DPSREGISTER_Saturation = 30,
4564 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4565 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4566 D3DPSREGISTER_ScreenToDepth = 33,
4567 D3DPSREGISTER_ShadowMap_Parameters = 34,
4568 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4569 D3DPSREGISTER_SpecularPower = 36,
4570 D3DPSREGISTER_UserVec1 = 37,
4571 D3DPSREGISTER_UserVec2 = 38,
4572 D3DPSREGISTER_UserVec3 = 39,
4573 D3DPSREGISTER_UserVec4 = 40,
4574 D3DPSREGISTER_ViewTintColor = 41,
4575 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4576 D3DPSREGISTER_BloomColorSubtract = 43,
4577 D3DPSREGISTER_ViewToLight = 44, // float4x4
4578 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4579 D3DPSREGISTER_NormalmapScrollBlend = 52,
4584 /// information about each possible shader permutation
4585 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4586 /// currently selected permutation
4587 r_hlsl_permutation_t *r_hlsl_permutation;
4588 /// storage for permutations linked in the hash table
4589 memexpandablearray_t r_hlsl_permutationarray;
4591 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4593 //unsigned int hashdepth = 0;
4594 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4595 r_hlsl_permutation_t *p;
4596 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4598 if (p->mode == mode && p->permutation == permutation)
4600 //if (hashdepth > 10)
4601 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4606 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4608 p->permutation = permutation;
4609 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4610 r_hlsl_permutationhash[mode][hashindex] = p;
4611 //if (hashdepth > 10)
4612 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4616 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4619 if (!filename || !filename[0])
4621 if (!strcmp(filename, "hlsl/default.hlsl"))
4623 if (!hlslshaderstring)
4625 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4626 if (hlslshaderstring)
4627 Con_DPrintf("Loading shaders from file %s...\n", filename);
4629 hlslshaderstring = (char *)builtincgshaderstring;
4631 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4632 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4633 return shaderstring;
4635 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4638 if (printfromdisknotice)
4639 Con_DPrintf("from disk %s... ", filename);
4640 return shaderstring;
4642 return shaderstring;
4646 //#include <d3dx9shader.h>
4647 //#include <d3dx9mesh.h>
4649 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4651 DWORD *vsbin = NULL;
4652 DWORD *psbin = NULL;
4653 fs_offset_t vsbinsize;
4654 fs_offset_t psbinsize;
4655 // IDirect3DVertexShader9 *vs = NULL;
4656 // IDirect3DPixelShader9 *ps = NULL;
4657 ID3DXBuffer *vslog = NULL;
4658 ID3DXBuffer *vsbuffer = NULL;
4659 ID3DXConstantTable *vsconstanttable = NULL;
4660 ID3DXBuffer *pslog = NULL;
4661 ID3DXBuffer *psbuffer = NULL;
4662 ID3DXConstantTable *psconstanttable = NULL;
4665 char temp[MAX_INPUTLINE];
4666 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4667 qboolean debugshader = gl_paranoid.integer != 0;
4668 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4669 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4672 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4673 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4675 if ((!vsbin && vertstring) || (!psbin && fragstring))
4677 const char* dllnames_d3dx9 [] =
4701 dllhandle_t d3dx9_dll = NULL;
4702 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4703 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4704 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4705 dllfunction_t d3dx9_dllfuncs[] =
4707 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4708 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4709 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4712 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4714 DWORD shaderflags = 0;
4716 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4717 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4718 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4719 if (vertstring && vertstring[0])
4723 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4724 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4725 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4726 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4729 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4732 vsbinsize = vsbuffer->GetBufferSize();
4733 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4734 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4735 vsbuffer->Release();
4739 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4740 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4744 if (fragstring && fragstring[0])
4748 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4749 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4750 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4751 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4754 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4757 psbinsize = psbuffer->GetBufferSize();
4758 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4759 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4760 psbuffer->Release();
4764 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4765 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4769 Sys_UnloadLibrary(&d3dx9_dll);
4772 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4776 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4777 if (FAILED(vsresult))
4778 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4779 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4780 if (FAILED(psresult))
4781 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4783 // free the shader data
4784 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4785 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4788 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4791 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4792 int vertstring_length = 0;
4793 int geomstring_length = 0;
4794 int fragstring_length = 0;
4796 char *vertexstring, *geometrystring, *fragmentstring;
4797 char *vertstring, *geomstring, *fragstring;
4798 char permutationname[256];
4799 char cachename[256];
4800 int vertstrings_count = 0;
4801 int geomstrings_count = 0;
4802 int fragstrings_count = 0;
4803 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4804 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4805 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4810 p->vertexshader = NULL;
4811 p->pixelshader = NULL;
4813 permutationname[0] = 0;
4815 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4816 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4817 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4819 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4820 strlcat(cachename, "hlsl/", sizeof(cachename));
4822 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4823 vertstrings_count = 0;
4824 geomstrings_count = 0;
4825 fragstrings_count = 0;
4826 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4827 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4828 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4830 // the first pretext is which type of shader to compile as
4831 // (later these will all be bound together as a program object)
4832 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4833 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4834 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4836 // the second pretext is the mode (for example a light source)
4837 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4838 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4839 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4840 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4841 strlcat(cachename, modeinfo->name, sizeof(cachename));
4843 // now add all the permutation pretexts
4844 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4846 if (permutation & (1<<i))
4848 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4849 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4850 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4851 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4852 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4856 // keep line numbers correct
4857 vertstrings_list[vertstrings_count++] = "\n";
4858 geomstrings_list[geomstrings_count++] = "\n";
4859 fragstrings_list[fragstrings_count++] = "\n";
4864 R_CompileShader_AddStaticParms(mode, permutation);
4865 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4866 vertstrings_count += shaderstaticparms_count;
4867 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4868 geomstrings_count += shaderstaticparms_count;
4869 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4870 fragstrings_count += shaderstaticparms_count;
4872 // replace spaces in the cachename with _ characters
4873 for (i = 0;cachename[i];i++)
4874 if (cachename[i] == ' ')
4877 // now append the shader text itself
4878 vertstrings_list[vertstrings_count++] = vertexstring;
4879 geomstrings_list[geomstrings_count++] = geometrystring;
4880 fragstrings_list[fragstrings_count++] = fragmentstring;
4882 // if any sources were NULL, clear the respective list
4884 vertstrings_count = 0;
4885 if (!geometrystring)
4886 geomstrings_count = 0;
4887 if (!fragmentstring)
4888 fragstrings_count = 0;
4890 vertstring_length = 0;
4891 for (i = 0;i < vertstrings_count;i++)
4892 vertstring_length += strlen(vertstrings_list[i]);
4893 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4894 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4895 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4897 geomstring_length = 0;
4898 for (i = 0;i < geomstrings_count;i++)
4899 geomstring_length += strlen(geomstrings_list[i]);
4900 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4901 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4902 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4904 fragstring_length = 0;
4905 for (i = 0;i < fragstrings_count;i++)
4906 fragstring_length += strlen(fragstrings_list[i]);
4907 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4908 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4909 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4911 // try to load the cached shader, or generate one
4912 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4914 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4915 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4917 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4921 Mem_Free(vertstring);
4923 Mem_Free(geomstring);
4925 Mem_Free(fragstring);
4927 Mem_Free(vertexstring);
4929 Mem_Free(geometrystring);
4931 Mem_Free(fragmentstring);
4934 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4935 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4936 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4937 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4938 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4939 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4941 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4942 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4943 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4944 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4945 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4946 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4948 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4950 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4951 if (r_hlsl_permutation != perm)
4953 r_hlsl_permutation = perm;
4954 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4956 if (!r_hlsl_permutation->compiled)
4957 R_HLSL_CompilePermutation(perm, mode, permutation);
4958 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4960 // remove features until we find a valid permutation
4962 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4964 // reduce i more quickly whenever it would not remove any bits
4965 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4966 if (!(permutation & j))
4969 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4970 if (!r_hlsl_permutation->compiled)
4971 R_HLSL_CompilePermutation(perm, mode, permutation);
4972 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4975 if (i >= SHADERPERMUTATION_COUNT)
4977 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4978 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4979 return; // no bit left to clear, entire mode is broken
4983 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4984 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4986 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4987 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4988 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4992 void R_GLSL_Restart_f(void)
4994 unsigned int i, limit;
4995 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4996 Mem_Free(glslshaderstring);
4997 glslshaderstring = NULL;
4998 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4999 Mem_Free(cgshaderstring);
5000 cgshaderstring = NULL;
5001 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5002 Mem_Free(hlslshaderstring);
5003 hlslshaderstring = NULL;
5004 switch(vid.renderpath)
5006 case RENDERPATH_D3D9:
5009 r_hlsl_permutation_t *p;
5010 r_hlsl_permutation = NULL;
5011 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5012 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5013 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5014 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5015 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5016 for (i = 0;i < limit;i++)
5018 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5020 if (p->vertexshader)
5021 IDirect3DVertexShader9_Release(p->vertexshader);
5023 IDirect3DPixelShader9_Release(p->pixelshader);
5024 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5027 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5031 case RENDERPATH_D3D10:
5032 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5034 case RENDERPATH_D3D11:
5035 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5037 case RENDERPATH_GL20:
5039 r_glsl_permutation_t *p;
5040 r_glsl_permutation = NULL;
5041 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5042 for (i = 0;i < limit;i++)
5044 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5046 GL_Backend_FreeProgram(p->program);
5047 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5050 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5053 case RENDERPATH_CGGL:
5056 r_cg_permutation_t *p;
5057 r_cg_permutation = NULL;
5058 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5059 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5060 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5061 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5062 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5063 for (i = 0;i < limit;i++)
5065 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5068 cgDestroyProgram(p->vprogram);
5070 cgDestroyProgram(p->fprogram);
5071 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5074 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5078 case RENDERPATH_GL13:
5079 case RENDERPATH_GL11:
5084 void R_GLSL_DumpShader_f(void)
5089 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5092 FS_Print(file, "/* The engine may define the following macros:\n");
5093 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5094 for (i = 0;i < SHADERMODE_COUNT;i++)
5095 FS_Print(file, glslshadermodeinfo[i].pretext);
5096 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5097 FS_Print(file, shaderpermutationinfo[i].pretext);
5098 FS_Print(file, "*/\n");
5099 FS_Print(file, builtinshaderstring);
5101 Con_Printf("glsl/default.glsl written\n");
5104 Con_Printf("failed to write to glsl/default.glsl\n");
5107 file = FS_OpenRealFile("cg/default.cg", "w", false);
5110 FS_Print(file, "/* The engine may define the following macros:\n");
5111 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5112 for (i = 0;i < SHADERMODE_COUNT;i++)
5113 FS_Print(file, cgshadermodeinfo[i].pretext);
5114 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5115 FS_Print(file, shaderpermutationinfo[i].pretext);
5116 FS_Print(file, "*/\n");
5117 FS_Print(file, builtincgshaderstring);
5119 Con_Printf("cg/default.cg written\n");
5122 Con_Printf("failed to write to cg/default.cg\n");
5126 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5129 FS_Print(file, "/* The engine may define the following macros:\n");
5130 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5131 for (i = 0;i < SHADERMODE_COUNT;i++)
5132 FS_Print(file, hlslshadermodeinfo[i].pretext);
5133 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5134 FS_Print(file, shaderpermutationinfo[i].pretext);
5135 FS_Print(file, "*/\n");
5136 FS_Print(file, builtincgshaderstring);
5138 Con_Printf("hlsl/default.hlsl written\n");
5141 Con_Printf("failed to write to hlsl/default.hlsl\n");
5145 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5148 texturemode = GL_MODULATE;
5149 switch (vid.renderpath)
5151 case RENDERPATH_D3D9:
5153 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5154 R_Mesh_TexBind(GL20TU_FIRST , first );
5155 R_Mesh_TexBind(GL20TU_SECOND, second);
5158 case RENDERPATH_D3D10:
5159 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5161 case RENDERPATH_D3D11:
5162 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5164 case RENDERPATH_GL20:
5165 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5166 R_Mesh_TexBind(GL20TU_FIRST , first );
5167 R_Mesh_TexBind(GL20TU_SECOND, second);
5169 case RENDERPATH_CGGL:
5172 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5173 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5174 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5177 case RENDERPATH_GL13:
5178 R_Mesh_TexBind(0, first );
5179 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5180 R_Mesh_TexBind(1, second);
5182 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5184 case RENDERPATH_GL11:
5185 R_Mesh_TexBind(0, first );
5190 void R_SetupShader_DepthOrShadow(void)
5192 switch (vid.renderpath)
5194 case RENDERPATH_D3D9:
5196 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5199 case RENDERPATH_D3D10:
5200 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5202 case RENDERPATH_D3D11:
5203 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5205 case RENDERPATH_GL20:
5206 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5208 case RENDERPATH_CGGL:
5210 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5213 case RENDERPATH_GL13:
5214 R_Mesh_TexBind(0, 0);
5215 R_Mesh_TexBind(1, 0);
5217 case RENDERPATH_GL11:
5218 R_Mesh_TexBind(0, 0);
5223 void R_SetupShader_ShowDepth(void)
5225 switch (vid.renderpath)
5227 case RENDERPATH_D3D9:
5229 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5232 case RENDERPATH_D3D10:
5233 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5235 case RENDERPATH_D3D11:
5236 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5238 case RENDERPATH_GL20:
5239 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5241 case RENDERPATH_CGGL:
5243 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5246 case RENDERPATH_GL13:
5248 case RENDERPATH_GL11:
5253 extern qboolean r_shadow_usingdeferredprepass;
5254 extern cvar_t r_shadow_deferred_8bitrange;
5255 extern rtexture_t *r_shadow_attenuationgradienttexture;
5256 extern rtexture_t *r_shadow_attenuation2dtexture;
5257 extern rtexture_t *r_shadow_attenuation3dtexture;
5258 extern qboolean r_shadow_usingshadowmap2d;
5259 extern qboolean r_shadow_usingshadowmaportho;
5260 extern float r_shadow_shadowmap_texturescale[2];
5261 extern float r_shadow_shadowmap_parameters[4];
5262 extern qboolean r_shadow_shadowmapvsdct;
5263 extern qboolean r_shadow_shadowmapsampler;
5264 extern int r_shadow_shadowmappcf;
5265 extern rtexture_t *r_shadow_shadowmap2dtexture;
5266 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5267 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5268 extern matrix4x4_t r_shadow_shadowmapmatrix;
5269 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5270 extern int r_shadow_prepass_width;
5271 extern int r_shadow_prepass_height;
5272 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5273 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5274 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5275 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5276 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5277 extern cvar_t gl_mesh_separatearrays;
5278 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5280 // a blendfunc allows colormod if:
5281 // a) it can never keep the destination pixel invariant, or
5282 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5283 // this is to prevent unintended side effects from colormod
5286 // IF there is a (s, sa) for which for all (d, da),
5287 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5288 // THEN, for this (s, sa) and all (colormod, d, da):
5289 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5290 // OBVIOUSLY, this means that
5291 // s*colormod * src(s*colormod, d, sa, da) = 0
5292 // dst(s*colormod, d, sa, da) = 1
5294 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5296 // main condition to leave dst color invariant:
5297 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5299 // s * 0 + d * dst(s, d, sa, da) == d
5300 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5301 // => colormod is a problem for GL_SRC_COLOR only
5303 // s + d * dst(s, d, sa, da) == d
5305 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5306 // => colormod is never problematic for these
5307 // src == GL_SRC_COLOR:
5308 // s*s + d * dst(s, d, sa, da) == d
5310 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5311 // => colormod is never problematic for these
5312 // src == GL_ONE_MINUS_SRC_COLOR:
5313 // s*(1-s) + d * dst(s, d, sa, da) == d
5314 // => s == 0 or s == 1
5315 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5316 // => colormod is a problem for GL_SRC_COLOR only
5317 // src == GL_DST_COLOR
5318 // s*d + d * dst(s, d, sa, da) == d
5320 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5321 // => colormod is always a problem
5324 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5325 // => colormod is never problematic for these
5326 // => BUT, we do not know s! We must assume it is problematic
5327 // then... except in GL_ONE case, where we know all invariant
5329 // src == GL_ONE_MINUS_DST_COLOR
5330 // s*(1-d) + d * dst(s, d, sa, da) == d
5331 // => s == 0 (1-d is impossible to handle for our desired result)
5332 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5333 // => colormod is never problematic for these
5334 // src == GL_SRC_ALPHA
5335 // s*sa + d * dst(s, d, sa, da) == d
5336 // => s == 0, or sa == 0
5337 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5338 // => colormod breaks in the case GL_SRC_COLOR only
5339 // src == GL_ONE_MINUS_SRC_ALPHA
5340 // s*(1-sa) + d * dst(s, d, sa, da) == d
5341 // => s == 0, or sa == 1
5342 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5343 // => colormod breaks in the case GL_SRC_COLOR only
5344 // src == GL_DST_ALPHA
5345 // s*da + d * dst(s, d, sa, da) == d
5347 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5348 // => colormod is never problematic for these
5353 case GL_ONE_MINUS_SRC_COLOR:
5355 case GL_ONE_MINUS_SRC_ALPHA:
5356 if(dst == GL_SRC_COLOR)
5361 case GL_ONE_MINUS_DST_COLOR:
5363 case GL_ONE_MINUS_DST_ALPHA:
5373 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5375 // select a permutation of the lighting shader appropriate to this
5376 // combination of texture, entity, light source, and fogging, only use the
5377 // minimum features necessary to avoid wasting rendering time in the
5378 // fragment shader on features that are not being used
5379 unsigned int permutation = 0;
5380 unsigned int mode = 0;
5381 qboolean allow_colormod;
5382 static float dummy_colormod[3] = {1, 1, 1};
5383 float *colormod = rsurface.colormod;
5385 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5386 if (rsurfacepass == RSURFPASS_BACKGROUND)
5388 // distorted background
5389 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5391 mode = SHADERMODE_WATER;
5392 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5393 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5394 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5395 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5397 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5399 mode = SHADERMODE_REFRACTION;
5400 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5401 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5405 mode = SHADERMODE_GENERIC;
5406 permutation |= SHADERPERMUTATION_DIFFUSE;
5407 GL_BlendFunc(GL_ONE, GL_ZERO);
5408 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5410 GL_AlphaTest(false);
5412 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5414 if (r_glsl_offsetmapping.integer)
5416 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5417 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5418 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5419 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5420 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5422 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5423 if (r_glsl_offsetmapping_reliefmapping.integer)
5424 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5427 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5428 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5429 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5430 permutation |= SHADERPERMUTATION_ALPHAKILL;
5431 // normalmap (deferred prepass), may use alpha test on diffuse
5432 mode = SHADERMODE_DEFERREDGEOMETRY;
5433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5434 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5435 GL_AlphaTest(false);
5436 GL_BlendFunc(GL_ONE, GL_ZERO);
5437 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5439 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5441 if (r_glsl_offsetmapping.integer)
5443 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5444 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5445 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5446 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5447 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5449 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5450 if (r_glsl_offsetmapping_reliefmapping.integer)
5451 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5455 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5457 mode = SHADERMODE_LIGHTSOURCE;
5458 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5459 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5460 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5461 permutation |= SHADERPERMUTATION_CUBEFILTER;
5462 if (diffusescale > 0)
5463 permutation |= SHADERPERMUTATION_DIFFUSE;
5464 if (specularscale > 0)
5465 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5466 if (r_refdef.fogenabled)
5467 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5468 if (rsurface.texture->colormapping)
5469 permutation |= SHADERPERMUTATION_COLORMAPPING;
5470 if (r_shadow_usingshadowmap2d)
5472 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5473 if(r_shadow_shadowmapvsdct)
5474 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5476 if (r_shadow_shadowmapsampler)
5477 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478 if (r_shadow_shadowmappcf > 1)
5479 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480 else if (r_shadow_shadowmappcf)
5481 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5483 if (rsurface.texture->reflectmasktexture)
5484 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5485 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5486 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5487 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5489 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5491 if (r_glsl_offsetmapping.integer)
5493 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5494 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5495 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5496 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5497 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5499 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5500 if (r_glsl_offsetmapping_reliefmapping.integer)
5501 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5504 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5505 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5506 // unshaded geometry (fullbright or ambient model lighting)
5507 mode = SHADERMODE_FLATCOLOR;
5508 ambientscale = diffusescale = specularscale = 0;
5509 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5510 permutation |= SHADERPERMUTATION_GLOW;
5511 if (r_refdef.fogenabled)
5512 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5513 if (rsurface.texture->colormapping)
5514 permutation |= SHADERPERMUTATION_COLORMAPPING;
5515 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5517 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5518 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5520 if (r_shadow_shadowmapsampler)
5521 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5522 if (r_shadow_shadowmappcf > 1)
5523 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5524 else if (r_shadow_shadowmappcf)
5525 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5528 permutation |= SHADERPERMUTATION_REFLECTION;
5529 if (rsurface.texture->reflectmasktexture)
5530 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5531 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5532 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5533 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5535 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5537 if (r_glsl_offsetmapping.integer)
5539 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5540 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5541 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5542 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5543 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5545 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5546 if (r_glsl_offsetmapping_reliefmapping.integer)
5547 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5551 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5552 // directional model lighting
5553 mode = SHADERMODE_LIGHTDIRECTION;
5554 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5555 permutation |= SHADERPERMUTATION_GLOW;
5556 permutation |= SHADERPERMUTATION_DIFFUSE;
5557 if (specularscale > 0)
5558 permutation |= SHADERPERMUTATION_SPECULAR;
5559 if (r_refdef.fogenabled)
5560 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5561 if (rsurface.texture->colormapping)
5562 permutation |= SHADERPERMUTATION_COLORMAPPING;
5563 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5565 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5566 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5568 if (r_shadow_shadowmapsampler)
5569 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5570 if (r_shadow_shadowmappcf > 1)
5571 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5572 else if (r_shadow_shadowmappcf)
5573 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5576 permutation |= SHADERPERMUTATION_REFLECTION;
5577 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5578 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5579 if (rsurface.texture->reflectmasktexture)
5580 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5581 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5582 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5583 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5585 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5587 if (r_glsl_offsetmapping.integer)
5589 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5590 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5591 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5592 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5593 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5595 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5596 if (r_glsl_offsetmapping_reliefmapping.integer)
5597 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5600 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5601 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5602 // ambient model lighting
5603 mode = SHADERMODE_LIGHTDIRECTION;
5604 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5605 permutation |= SHADERPERMUTATION_GLOW;
5606 if (r_refdef.fogenabled)
5607 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5608 if (rsurface.texture->colormapping)
5609 permutation |= SHADERPERMUTATION_COLORMAPPING;
5610 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5612 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5613 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5615 if (r_shadow_shadowmapsampler)
5616 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5617 if (r_shadow_shadowmappcf > 1)
5618 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5619 else if (r_shadow_shadowmappcf)
5620 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5623 permutation |= SHADERPERMUTATION_REFLECTION;
5624 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5625 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5626 if (rsurface.texture->reflectmasktexture)
5627 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5628 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5629 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5630 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5634 if (r_glsl_offsetmapping.integer)
5636 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5637 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5638 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5639 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5640 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5642 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5643 if (r_glsl_offsetmapping_reliefmapping.integer)
5644 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5648 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5650 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5651 permutation |= SHADERPERMUTATION_GLOW;
5652 if (r_refdef.fogenabled)
5653 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5654 if (rsurface.texture->colormapping)
5655 permutation |= SHADERPERMUTATION_COLORMAPPING;
5656 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5658 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5659 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5661 if (r_shadow_shadowmapsampler)
5662 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5663 if (r_shadow_shadowmappcf > 1)
5664 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5665 else if (r_shadow_shadowmappcf)
5666 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5668 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5669 permutation |= SHADERPERMUTATION_REFLECTION;
5670 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5671 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5672 if (rsurface.texture->reflectmasktexture)
5673 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5674 if (FAKELIGHT_ENABLED)
5676 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5677 mode = SHADERMODE_FAKELIGHT;
5678 permutation |= SHADERPERMUTATION_DIFFUSE;
5679 if (specularscale > 0)
5680 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5682 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5684 // deluxemapping (light direction texture)
5685 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5686 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5688 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5689 permutation |= SHADERPERMUTATION_DIFFUSE;
5690 if (specularscale > 0)
5691 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5693 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5695 // fake deluxemapping (uniform light direction in tangentspace)
5696 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5697 permutation |= SHADERPERMUTATION_DIFFUSE;
5698 if (specularscale > 0)
5699 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5701 else if (rsurface.uselightmaptexture)
5703 // ordinary lightmapping (q1bsp, q3bsp)
5704 mode = SHADERMODE_LIGHTMAP;
5708 // ordinary vertex coloring (q3bsp)
5709 mode = SHADERMODE_VERTEXCOLOR;
5711 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5712 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5713 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5716 colormod = dummy_colormod;
5717 switch(vid.renderpath)
5719 case RENDERPATH_D3D9:
5721 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5722 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5723 R_SetupShader_SetPermutationHLSL(mode, permutation);
5724 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5725 if (mode == SHADERMODE_LIGHTSOURCE)
5727 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5728 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5732 if (mode == SHADERMODE_LIGHTDIRECTION)
5734 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5737 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5738 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5739 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5740 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5741 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5743 if (mode == SHADERMODE_LIGHTSOURCE)
5745 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5746 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5747 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5748 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5749 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5751 // additive passes are only darkened by fog, not tinted
5752 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5753 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5757 if (mode == SHADERMODE_FLATCOLOR)
5759 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5761 else if (mode == SHADERMODE_LIGHTDIRECTION)
5763 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5764 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5765 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5766 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5767 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5768 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5769 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5773 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5774 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5776 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5777 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5779 // additive passes are only darkened by fog, not tinted
5780 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5781 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5783 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5784 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5785 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5786 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5787 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5788 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5789 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5790 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5791 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5792 if (mode == SHADERMODE_WATER)
5793 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5795 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5796 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5797 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5798 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5799 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5800 if (rsurface.texture->pantstexture)
5801 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5803 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5804 if (rsurface.texture->shirttexture)
5805 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5807 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5808 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5809 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5811 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5812 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5813 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5814 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5816 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5817 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5818 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5819 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5820 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5823 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5824 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5825 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5826 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5827 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5828 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5829 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5830 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5831 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5832 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5833 if (rsurfacepass == RSURFPASS_BACKGROUND)
5835 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5836 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5837 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5841 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5843 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5844 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5845 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5846 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5847 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5849 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5850 if (rsurface.rtlight)
5852 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5853 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5858 case RENDERPATH_D3D10:
5859 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5861 case RENDERPATH_D3D11:
5862 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5864 case RENDERPATH_GL20:
5865 if (gl_mesh_separatearrays.integer)
5867 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5868 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5869 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5870 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5871 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5872 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5874 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5878 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5879 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5881 R_SetupShader_SetPermutationGLSL(mode, permutation);
5882 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5883 if (mode == SHADERMODE_LIGHTSOURCE)
5885 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5886 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5887 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5888 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5889 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5890 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);
5892 // additive passes are only darkened by fog, not tinted
5893 if (r_glsl_permutation->loc_FogColor >= 0)
5894 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5895 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5899 if (mode == SHADERMODE_FLATCOLOR)
5901 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5903 else if (mode == SHADERMODE_LIGHTDIRECTION)
5905 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5906 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5907 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);
5908 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5909 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);
5910 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5911 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]);
5915 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5916 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]);
5917 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);
5918 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5919 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);
5921 // additive passes are only darkened by fog, not tinted
5922 if (r_glsl_permutation->loc_FogColor >= 0)
5924 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5925 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5927 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5929 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);
5930 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]);
5931 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]);
5932 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5933 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5934 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5935 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5936 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5937 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5939 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5940 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5941 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5942 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]);
5943 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]);
5945 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5946 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5947 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5948 if (r_glsl_permutation->loc_Color_Pants >= 0)
5950 if (rsurface.texture->pantstexture)
5951 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5953 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5955 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5957 if (rsurface.texture->shirttexture)
5958 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5960 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5962 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]);
5963 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5964 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5965 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5966 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5967 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]);
5968 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5970 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5971 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5972 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5973 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5974 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5975 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5976 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5977 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5979 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5980 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5981 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5982 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5983 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5984 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5985 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5986 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5987 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5988 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5989 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5990 if (rsurfacepass == RSURFPASS_BACKGROUND)
5992 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5993 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5994 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5998 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6000 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6001 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6002 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6003 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6004 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6006 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6007 if (rsurface.rtlight)
6009 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6010 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6015 case RENDERPATH_CGGL:
6017 if (gl_mesh_separatearrays.integer)
6019 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6020 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6021 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6022 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6023 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6024 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6026 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6030 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6031 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6033 R_SetupShader_SetPermutationCG(mode, permutation);
6034 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6035 if (mode == SHADERMODE_LIGHTSOURCE)
6037 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6038 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6042 if (mode == SHADERMODE_LIGHTDIRECTION)
6044 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
6047 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6048 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6049 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6050 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6051 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
6054 if (mode == SHADERMODE_LIGHTSOURCE)
6056 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6057 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6058 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6059 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6060 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
6062 // additive passes are only darkened by fog, not tinted
6063 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6064 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6068 if (mode == SHADERMODE_FLATCOLOR)
6070 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6072 else if (mode == SHADERMODE_LIGHTDIRECTION)
6074 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6075 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6076 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
6077 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6078 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
6079 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
6080 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
6084 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6085 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
6086 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
6087 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6088 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
6090 // additive passes are only darkened by fog, not tinted
6091 if (r_cg_permutation->fp_FogColor)
6093 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6094 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6096 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6099 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
6100 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
6101 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
6102 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6103 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6104 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6105 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6106 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6107 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6109 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
6110 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
6111 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6112 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6113 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6114 if (r_cg_permutation->fp_Color_Pants)
6116 if (rsurface.texture->pantstexture)
6117 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6119 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6122 if (r_cg_permutation->fp_Color_Shirt)
6124 if (rsurface.texture->shirttexture)
6125 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6127 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6130 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
6131 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6132 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6133 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6134 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6135 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
6136 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6138 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6140 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6151 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6152 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
6153 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6154 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6157 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6158 if (rsurfacepass == RSURFPASS_BACKGROUND)
6160 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6161 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6162 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6166 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6168 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6169 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6171 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6172 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6174 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6175 if (rsurface.rtlight)
6177 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6178 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL11:
6191 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6193 // select a permutation of the lighting shader appropriate to this
6194 // combination of texture, entity, light source, and fogging, only use the
6195 // minimum features necessary to avoid wasting rendering time in the
6196 // fragment shader on features that are not being used
6197 unsigned int permutation = 0;
6198 unsigned int mode = 0;
6199 const float *lightcolorbase = rtlight->currentcolor;
6200 float ambientscale = rtlight->ambientscale;
6201 float diffusescale = rtlight->diffusescale;
6202 float specularscale = rtlight->specularscale;
6203 // this is the location of the light in view space
6204 vec3_t viewlightorigin;
6205 // this transforms from view space (camera) to light space (cubemap)
6206 matrix4x4_t viewtolight;
6207 matrix4x4_t lighttoview;
6208 float viewtolight16f[16];
6209 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6211 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6212 if (rtlight->currentcubemap != r_texture_whitecube)
6213 permutation |= SHADERPERMUTATION_CUBEFILTER;
6214 if (diffusescale > 0)
6215 permutation |= SHADERPERMUTATION_DIFFUSE;
6216 if (specularscale > 0)
6217 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6218 if (r_shadow_usingshadowmap2d)
6220 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6221 if (r_shadow_shadowmapvsdct)
6222 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6224 if (r_shadow_shadowmapsampler)
6225 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6226 if (r_shadow_shadowmappcf > 1)
6227 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6228 else if (r_shadow_shadowmappcf)
6229 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6231 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6232 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6233 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6234 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6235 switch(vid.renderpath)
6237 case RENDERPATH_D3D9:
6239 R_SetupShader_SetPermutationHLSL(mode, permutation);
6240 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6241 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6242 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6243 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6244 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6245 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6246 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6247 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6248 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6249 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6251 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6252 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6253 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6254 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6255 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6256 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6259 case RENDERPATH_D3D10:
6260 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6262 case RENDERPATH_D3D11:
6263 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6265 case RENDERPATH_GL20:
6266 R_SetupShader_SetPermutationGLSL(mode, permutation);
6267 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6268 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6269 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);
6270 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);
6271 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);
6272 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]);
6273 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]);
6274 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6275 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]);
6276 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6278 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6279 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6280 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6281 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6282 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6283 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6285 case RENDERPATH_CGGL:
6287 R_SetupShader_SetPermutationCG(mode, permutation);
6288 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6289 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6290 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
6291 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
6292 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
6293 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
6294 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
6295 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6296 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
6297 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6299 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6300 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6301 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6302 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6303 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6304 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6307 case RENDERPATH_GL13:
6308 case RENDERPATH_GL11:
6313 #define SKINFRAME_HASH 1024
6317 int loadsequence; // incremented each level change
6318 memexpandablearray_t array;
6319 skinframe_t *hash[SKINFRAME_HASH];
6322 r_skinframe_t r_skinframe;
6324 void R_SkinFrame_PrepareForPurge(void)
6326 r_skinframe.loadsequence++;
6327 // wrap it without hitting zero
6328 if (r_skinframe.loadsequence >= 200)
6329 r_skinframe.loadsequence = 1;
6332 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6336 // mark the skinframe as used for the purging code
6337 skinframe->loadsequence = r_skinframe.loadsequence;
6340 void R_SkinFrame_Purge(void)
6344 for (i = 0;i < SKINFRAME_HASH;i++)
6346 for (s = r_skinframe.hash[i];s;s = s->next)
6348 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6350 if (s->merged == s->base)
6352 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6353 R_PurgeTexture(s->stain );s->stain = NULL;
6354 R_PurgeTexture(s->merged);s->merged = NULL;
6355 R_PurgeTexture(s->base );s->base = NULL;
6356 R_PurgeTexture(s->pants );s->pants = NULL;
6357 R_PurgeTexture(s->shirt );s->shirt = NULL;
6358 R_PurgeTexture(s->nmap );s->nmap = NULL;
6359 R_PurgeTexture(s->gloss );s->gloss = NULL;
6360 R_PurgeTexture(s->glow );s->glow = NULL;
6361 R_PurgeTexture(s->fog );s->fog = NULL;
6362 R_PurgeTexture(s->reflect);s->reflect = NULL;
6363 s->loadsequence = 0;
6369 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6371 char basename[MAX_QPATH];
6373 Image_StripImageExtension(name, basename, sizeof(basename));
6375 if( last == NULL ) {
6377 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6378 item = r_skinframe.hash[hashindex];
6383 // linearly search through the hash bucket
6384 for( ; item ; item = item->next ) {
6385 if( !strcmp( item->basename, basename ) ) {
6392 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6396 char basename[MAX_QPATH];
6398 Image_StripImageExtension(name, basename, sizeof(basename));
6400 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6401 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6402 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6406 rtexture_t *dyntexture;
6407 // check whether its a dynamic texture
6408 dyntexture = CL_GetDynTexture( basename );
6409 if (!add && !dyntexture)
6411 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6412 memset(item, 0, sizeof(*item));
6413 strlcpy(item->basename, basename, sizeof(item->basename));
6414 item->base = dyntexture; // either NULL or dyntexture handle
6415 item->textureflags = textureflags;
6416 item->comparewidth = comparewidth;
6417 item->compareheight = compareheight;
6418 item->comparecrc = comparecrc;
6419 item->next = r_skinframe.hash[hashindex];
6420 r_skinframe.hash[hashindex] = item;
6422 else if( item->base == NULL )
6424 rtexture_t *dyntexture;
6425 // check whether its a dynamic texture
6426 // 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]
6427 dyntexture = CL_GetDynTexture( basename );
6428 item->base = dyntexture; // either NULL or dyntexture handle
6431 R_SkinFrame_MarkUsed(item);
6435 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6437 unsigned long long avgcolor[5], wsum; \
6445 for(pix = 0; pix < cnt; ++pix) \
6448 for(comp = 0; comp < 3; ++comp) \
6450 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6453 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6455 for(comp = 0; comp < 3; ++comp) \
6456 avgcolor[comp] += getpixel * w; \
6459 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6460 avgcolor[4] += getpixel; \
6462 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6464 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6465 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6466 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6467 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6470 extern cvar_t gl_picmip;
6471 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6474 unsigned char *pixels;
6475 unsigned char *bumppixels;
6476 unsigned char *basepixels = NULL;
6477 int basepixels_width = 0;
6478 int basepixels_height = 0;
6479 skinframe_t *skinframe;
6480 rtexture_t *ddsbase = NULL;
6481 qboolean ddshasalpha = false;
6482 float ddsavgcolor[4];
6483 char basename[MAX_QPATH];
6484 int miplevel = R_PicmipForFlags(textureflags);
6485 int savemiplevel = miplevel;
6488 if (cls.state == ca_dedicated)
6491 // return an existing skinframe if already loaded
6492 // if loading of the first image fails, don't make a new skinframe as it
6493 // would cause all future lookups of this to be missing
6494 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6495 if (skinframe && skinframe->base)
6498 Image_StripImageExtension(name, basename, sizeof(basename));
6500 // check for DDS texture file first
6501 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6503 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6504 if (basepixels == NULL)
6508 // FIXME handle miplevel
6510 if (developer_loading.integer)
6511 Con_Printf("loading skin \"%s\"\n", name);
6513 // we've got some pixels to store, so really allocate this new texture now
6515 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6516 skinframe->stain = NULL;
6517 skinframe->merged = NULL;
6518 skinframe->base = NULL;
6519 skinframe->pants = NULL;
6520 skinframe->shirt = NULL;
6521 skinframe->nmap = NULL;
6522 skinframe->gloss = NULL;
6523 skinframe->glow = NULL;
6524 skinframe->fog = NULL;
6525 skinframe->reflect = NULL;
6526 skinframe->hasalpha = false;
6530 skinframe->base = ddsbase;
6531 skinframe->hasalpha = ddshasalpha;
6532 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6533 if (r_loadfog && skinframe->hasalpha)
6534 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6535 //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]);
6539 basepixels_width = image_width;
6540 basepixels_height = image_height;
6541 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6542 if (textureflags & TEXF_ALPHA)
6544 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6546 if (basepixels[j] < 255)
6548 skinframe->hasalpha = true;
6552 if (r_loadfog && skinframe->hasalpha)
6554 // has transparent pixels
6555 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6556 for (j = 0;j < image_width * image_height * 4;j += 4)
6561 pixels[j+3] = basepixels[j+3];
6563 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6567 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6568 //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]);
6569 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6570 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6571 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6572 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6577 mymiplevel = savemiplevel;
6578 if (r_loadnormalmap)
6579 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6580 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6582 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6585 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6588 // _norm is the name used by tenebrae and has been adopted as standard
6589 if (r_loadnormalmap && skinframe->nmap == NULL)
6591 mymiplevel = savemiplevel;
6592 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6594 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6598 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6600 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6601 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6602 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6604 Mem_Free(bumppixels);
6606 else if (r_shadow_bumpscale_basetexture.value > 0)
6608 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6609 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6610 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6613 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6614 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6617 // _luma is supported only for tenebrae compatibility
6618 // _glow is the preferred name
6619 mymiplevel = savemiplevel;
6620 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6622 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6623 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6624 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6625 Mem_Free(pixels);pixels = NULL;
6628 mymiplevel = savemiplevel;
6629 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6631 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6632 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6633 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6638 mymiplevel = savemiplevel;
6639 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6641 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6642 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6643 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6648 mymiplevel = savemiplevel;
6649 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6651 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6652 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6653 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6658 mymiplevel = savemiplevel;
6659 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6661 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6662 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6663 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6669 Mem_Free(basepixels);
6674 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6675 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6678 unsigned char *temp1, *temp2;
6679 skinframe_t *skinframe;
6681 if (cls.state == ca_dedicated)
6684 // if already loaded just return it, otherwise make a new skinframe
6685 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6686 if (skinframe && skinframe->base)
6689 skinframe->stain = NULL;
6690 skinframe->merged = NULL;
6691 skinframe->base = NULL;
6692 skinframe->pants = NULL;
6693 skinframe->shirt = NULL;
6694 skinframe->nmap = NULL;
6695 skinframe->gloss = NULL;
6696 skinframe->glow = NULL;
6697 skinframe->fog = NULL;
6698 skinframe->reflect = NULL;
6699 skinframe->hasalpha = false;
6701 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6705 if (developer_loading.integer)
6706 Con_Printf("loading 32bit skin \"%s\"\n", name);
6708 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6710 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6711 temp2 = temp1 + width * height * 4;
6712 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6713 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6716 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6717 if (textureflags & TEXF_ALPHA)
6719 for (i = 3;i < width * height * 4;i += 4)
6721 if (skindata[i] < 255)
6723 skinframe->hasalpha = true;
6727 if (r_loadfog && skinframe->hasalpha)
6729 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6730 memcpy(fogpixels, skindata, width * height * 4);
6731 for (i = 0;i < width * height * 4;i += 4)
6732 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6734 Mem_Free(fogpixels);
6738 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6739 //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]);
6744 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6748 skinframe_t *skinframe;
6750 if (cls.state == ca_dedicated)
6753 // if already loaded just return it, otherwise make a new skinframe
6754 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6755 if (skinframe && skinframe->base)
6758 skinframe->stain = NULL;
6759 skinframe->merged = NULL;
6760 skinframe->base = NULL;
6761 skinframe->pants = NULL;
6762 skinframe->shirt = NULL;
6763 skinframe->nmap = NULL;
6764 skinframe->gloss = NULL;
6765 skinframe->glow = NULL;
6766 skinframe->fog = NULL;
6767 skinframe->reflect = NULL;
6768 skinframe->hasalpha = false;
6770 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6774 if (developer_loading.integer)
6775 Con_Printf("loading quake skin \"%s\"\n", name);
6777 // 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)
6778 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6779 memcpy(skinframe->qpixels, skindata, width*height);
6780 skinframe->qwidth = width;
6781 skinframe->qheight = height;
6784 for (i = 0;i < width * height;i++)
6785 featuresmask |= palette_featureflags[skindata[i]];
6787 skinframe->hasalpha = false;
6788 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6789 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6790 skinframe->qgeneratemerged = true;
6791 skinframe->qgeneratebase = skinframe->qhascolormapping;
6792 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6794 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6795 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6800 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6804 unsigned char *skindata;
6806 if (!skinframe->qpixels)
6809 if (!skinframe->qhascolormapping)
6810 colormapped = false;
6814 if (!skinframe->qgeneratebase)
6819 if (!skinframe->qgeneratemerged)
6823 width = skinframe->qwidth;
6824 height = skinframe->qheight;
6825 skindata = skinframe->qpixels;
6827 if (skinframe->qgeneratenmap)
6829 unsigned char *temp1, *temp2;
6830 skinframe->qgeneratenmap = false;
6831 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6832 temp2 = temp1 + width * height * 4;
6833 // use either a custom palette or the quake palette
6834 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6835 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6836 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6840 if (skinframe->qgenerateglow)
6842 skinframe->qgenerateglow = false;
6843 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6848 skinframe->qgeneratebase = false;
6849 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6850 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6851 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6855 skinframe->qgeneratemerged = false;
6856 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6859 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6861 Mem_Free(skinframe->qpixels);
6862 skinframe->qpixels = NULL;
6866 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)
6869 skinframe_t *skinframe;
6871 if (cls.state == ca_dedicated)
6874 // if already loaded just return it, otherwise make a new skinframe
6875 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6876 if (skinframe && skinframe->base)
6879 skinframe->stain = NULL;
6880 skinframe->merged = NULL;
6881 skinframe->base = NULL;
6882 skinframe->pants = NULL;
6883 skinframe->shirt = NULL;
6884 skinframe->nmap = NULL;
6885 skinframe->gloss = NULL;
6886 skinframe->glow = NULL;
6887 skinframe->fog = NULL;
6888 skinframe->reflect = NULL;
6889 skinframe->hasalpha = false;
6891 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6895 if (developer_loading.integer)
6896 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6898 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6899 if (textureflags & TEXF_ALPHA)
6901 for (i = 0;i < width * height;i++)
6903 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6905 skinframe->hasalpha = true;
6909 if (r_loadfog && skinframe->hasalpha)
6910 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6913 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6914 //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]);
6919 skinframe_t *R_SkinFrame_LoadMissing(void)
6921 skinframe_t *skinframe;
6923 if (cls.state == ca_dedicated)
6926 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6927 skinframe->stain = NULL;
6928 skinframe->merged = NULL;
6929 skinframe->base = NULL;
6930 skinframe->pants = NULL;
6931 skinframe->shirt = NULL;
6932 skinframe->nmap = NULL;
6933 skinframe->gloss = NULL;
6934 skinframe->glow = NULL;
6935 skinframe->fog = NULL;
6936 skinframe->reflect = NULL;
6937 skinframe->hasalpha = false;
6939 skinframe->avgcolor[0] = rand() / RAND_MAX;
6940 skinframe->avgcolor[1] = rand() / RAND_MAX;
6941 skinframe->avgcolor[2] = rand() / RAND_MAX;
6942 skinframe->avgcolor[3] = 1;
6947 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6948 typedef struct suffixinfo_s
6951 qboolean flipx, flipy, flipdiagonal;
6954 static suffixinfo_t suffix[3][6] =
6957 {"px", false, false, false},
6958 {"nx", false, false, false},
6959 {"py", false, false, false},
6960 {"ny", false, false, false},
6961 {"pz", false, false, false},
6962 {"nz", false, false, false}
6965 {"posx", false, false, false},
6966 {"negx", false, false, false},
6967 {"posy", false, false, false},
6968 {"negy", false, false, false},
6969 {"posz", false, false, false},
6970 {"negz", false, false, false}
6973 {"rt", true, false, true},
6974 {"lf", false, true, true},
6975 {"ft", true, true, false},
6976 {"bk", false, false, false},
6977 {"up", true, false, true},
6978 {"dn", true, false, true}
6982 static int componentorder[4] = {0, 1, 2, 3};
6984 rtexture_t *R_LoadCubemap(const char *basename)
6986 int i, j, cubemapsize;
6987 unsigned char *cubemappixels, *image_buffer;
6988 rtexture_t *cubemaptexture;
6990 // must start 0 so the first loadimagepixels has no requested width/height
6992 cubemappixels = NULL;
6993 cubemaptexture = NULL;
6994 // keep trying different suffix groups (posx, px, rt) until one loads
6995 for (j = 0;j < 3 && !cubemappixels;j++)
6997 // load the 6 images in the suffix group
6998 for (i = 0;i < 6;i++)
7000 // generate an image name based on the base and and suffix
7001 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7003 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7005 // an image loaded, make sure width and height are equal
7006 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7008 // if this is the first image to load successfully, allocate the cubemap memory
7009 if (!cubemappixels && image_width >= 1)
7011 cubemapsize = image_width;
7012 // note this clears to black, so unavailable sides are black
7013 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7015 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7017 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);
7020 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7022 Mem_Free(image_buffer);
7026 // if a cubemap loaded, upload it
7029 if (developer_loading.integer)
7030 Con_Printf("loading cubemap \"%s\"\n", basename);
7032 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7033 Mem_Free(cubemappixels);
7037 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7038 if (developer_loading.integer)
7040 Con_Printf("(tried tried images ");
7041 for (j = 0;j < 3;j++)
7042 for (i = 0;i < 6;i++)
7043 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7044 Con_Print(" and was unable to find any of them).\n");
7047 return cubemaptexture;
7050 rtexture_t *R_GetCubemap(const char *basename)
7053 for (i = 0;i < r_texture_numcubemaps;i++)
7054 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7055 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7056 if (i >= MAX_CUBEMAPS)
7057 return r_texture_whitecube;
7058 r_texture_numcubemaps++;
7059 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7060 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7061 return r_texture_cubemaps[i].texture;
7064 void R_FreeCubemaps(void)
7067 for (i = 0;i < r_texture_numcubemaps;i++)
7069 if (developer_loading.integer)
7070 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7071 if (r_texture_cubemaps[i].texture)
7072 R_FreeTexture(r_texture_cubemaps[i].texture);
7074 r_texture_numcubemaps = 0;
7077 void R_Main_FreeViewCache(void)
7079 if (r_refdef.viewcache.entityvisible)
7080 Mem_Free(r_refdef.viewcache.entityvisible);
7081 if (r_refdef.viewcache.world_pvsbits)
7082 Mem_Free(r_refdef.viewcache.world_pvsbits);
7083 if (r_refdef.viewcache.world_leafvisible)
7084 Mem_Free(r_refdef.viewcache.world_leafvisible);
7085 if (r_refdef.viewcache.world_surfacevisible)
7086 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7087 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7090 void R_Main_ResizeViewCache(void)
7092 int numentities = r_refdef.scene.numentities;
7093 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7094 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7095 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7096 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7097 if (r_refdef.viewcache.maxentities < numentities)
7099 r_refdef.viewcache.maxentities = numentities;
7100 if (r_refdef.viewcache.entityvisible)
7101 Mem_Free(r_refdef.viewcache.entityvisible);
7102 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7104 if (r_refdef.viewcache.world_numclusters != numclusters)
7106 r_refdef.viewcache.world_numclusters = numclusters;
7107 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7108 if (r_refdef.viewcache.world_pvsbits)
7109 Mem_Free(r_refdef.viewcache.world_pvsbits);
7110 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7112 if (r_refdef.viewcache.world_numleafs != numleafs)
7114 r_refdef.viewcache.world_numleafs = numleafs;
7115 if (r_refdef.viewcache.world_leafvisible)
7116 Mem_Free(r_refdef.viewcache.world_leafvisible);
7117 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7119 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7121 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7122 if (r_refdef.viewcache.world_surfacevisible)
7123 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7124 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7128 extern rtexture_t *loadingscreentexture;
7129 void gl_main_start(void)
7131 loadingscreentexture = NULL;
7132 r_texture_blanknormalmap = NULL;
7133 r_texture_white = NULL;
7134 r_texture_grey128 = NULL;
7135 r_texture_black = NULL;
7136 r_texture_whitecube = NULL;
7137 r_texture_normalizationcube = NULL;
7138 r_texture_fogattenuation = NULL;
7139 r_texture_fogheighttexture = NULL;
7140 r_texture_gammaramps = NULL;
7141 r_texture_numcubemaps = 0;
7143 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7144 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7146 switch(vid.renderpath)
7148 case RENDERPATH_GL20:
7149 case RENDERPATH_CGGL:
7150 case RENDERPATH_D3D9:
7151 case RENDERPATH_D3D10:
7152 case RENDERPATH_D3D11:
7153 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7154 Cvar_SetValueQuick(&gl_combine, 1);
7155 Cvar_SetValueQuick(&r_glsl, 1);
7156 r_loadnormalmap = true;
7160 case RENDERPATH_GL13:
7161 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7162 Cvar_SetValueQuick(&gl_combine, 1);
7163 Cvar_SetValueQuick(&r_glsl, 0);
7164 r_loadnormalmap = false;
7165 r_loadgloss = false;
7168 case RENDERPATH_GL11:
7169 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7170 Cvar_SetValueQuick(&gl_combine, 0);
7171 Cvar_SetValueQuick(&r_glsl, 0);
7172 r_loadnormalmap = false;
7173 r_loadgloss = false;
7179 R_FrameData_Reset();
7183 memset(r_queries, 0, sizeof(r_queries));
7185 r_qwskincache = NULL;
7186 r_qwskincache_size = 0;
7188 // set up r_skinframe loading system for textures
7189 memset(&r_skinframe, 0, sizeof(r_skinframe));
7190 r_skinframe.loadsequence = 1;
7191 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7193 r_main_texturepool = R_AllocTexturePool();
7194 R_BuildBlankTextures();
7196 if (vid.support.arb_texture_cube_map)
7199 R_BuildNormalizationCube();
7201 r_texture_fogattenuation = NULL;
7202 r_texture_fogheighttexture = NULL;
7203 r_texture_gammaramps = NULL;
7204 //r_texture_fogintensity = NULL;
7205 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7206 memset(&r_waterstate, 0, sizeof(r_waterstate));
7207 r_glsl_permutation = NULL;
7208 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7209 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7210 glslshaderstring = NULL;
7212 r_cg_permutation = NULL;
7213 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7214 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7215 cgshaderstring = NULL;
7218 r_hlsl_permutation = NULL;
7219 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7220 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7221 hlslshaderstring = NULL;
7223 memset(&r_svbsp, 0, sizeof (r_svbsp));
7225 r_refdef.fogmasktable_density = 0;
7228 void gl_main_shutdown(void)
7231 R_FrameData_Reset();
7233 R_Main_FreeViewCache();
7235 switch(vid.renderpath)
7237 case RENDERPATH_GL11:
7238 case RENDERPATH_GL13:
7239 case RENDERPATH_GL20:
7240 case RENDERPATH_CGGL:
7242 qglDeleteQueriesARB(r_maxqueries, r_queries);
7244 case RENDERPATH_D3D9:
7245 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7247 case RENDERPATH_D3D10:
7248 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7250 case RENDERPATH_D3D11:
7251 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7257 memset(r_queries, 0, sizeof(r_queries));
7259 r_qwskincache = NULL;
7260 r_qwskincache_size = 0;
7262 // clear out the r_skinframe state
7263 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7264 memset(&r_skinframe, 0, sizeof(r_skinframe));
7267 Mem_Free(r_svbsp.nodes);
7268 memset(&r_svbsp, 0, sizeof (r_svbsp));
7269 R_FreeTexturePool(&r_main_texturepool);
7270 loadingscreentexture = NULL;
7271 r_texture_blanknormalmap = NULL;
7272 r_texture_white = NULL;
7273 r_texture_grey128 = NULL;
7274 r_texture_black = NULL;
7275 r_texture_whitecube = NULL;
7276 r_texture_normalizationcube = NULL;
7277 r_texture_fogattenuation = NULL;
7278 r_texture_fogheighttexture = NULL;
7279 r_texture_gammaramps = NULL;
7280 r_texture_numcubemaps = 0;
7281 //r_texture_fogintensity = NULL;
7282 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7283 memset(&r_waterstate, 0, sizeof(r_waterstate));
7287 extern void CL_ParseEntityLump(char *entitystring);
7288 void gl_main_newmap(void)
7290 // FIXME: move this code to client
7291 char *entities, entname[MAX_QPATH];
7293 Mem_Free(r_qwskincache);
7294 r_qwskincache = NULL;
7295 r_qwskincache_size = 0;
7298 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7299 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7301 CL_ParseEntityLump(entities);
7305 if (cl.worldmodel->brush.entities)
7306 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7308 R_Main_FreeViewCache();
7310 R_FrameData_Reset();
7313 void GL_Main_Init(void)
7315 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7317 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7318 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7319 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7320 if (gamemode == GAME_NEHAHRA)
7322 Cvar_RegisterVariable (&gl_fogenable);
7323 Cvar_RegisterVariable (&gl_fogdensity);
7324 Cvar_RegisterVariable (&gl_fogred);
7325 Cvar_RegisterVariable (&gl_foggreen);
7326 Cvar_RegisterVariable (&gl_fogblue);
7327 Cvar_RegisterVariable (&gl_fogstart);
7328 Cvar_RegisterVariable (&gl_fogend);
7329 Cvar_RegisterVariable (&gl_skyclip);
7331 Cvar_RegisterVariable(&r_motionblur);
7332 Cvar_RegisterVariable(&r_motionblur_maxblur);
7333 Cvar_RegisterVariable(&r_motionblur_bmin);
7334 Cvar_RegisterVariable(&r_motionblur_vmin);
7335 Cvar_RegisterVariable(&r_motionblur_vmax);
7336 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7337 Cvar_RegisterVariable(&r_motionblur_randomize);
7338 Cvar_RegisterVariable(&r_damageblur);
7339 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7340 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7341 Cvar_RegisterVariable(&r_equalize_entities_by);
7342 Cvar_RegisterVariable(&r_equalize_entities_to);
7343 Cvar_RegisterVariable(&r_depthfirst);
7344 Cvar_RegisterVariable(&r_useinfinitefarclip);
7345 Cvar_RegisterVariable(&r_farclip_base);
7346 Cvar_RegisterVariable(&r_farclip_world);
7347 Cvar_RegisterVariable(&r_nearclip);
7348 Cvar_RegisterVariable(&r_showbboxes);
7349 Cvar_RegisterVariable(&r_showsurfaces);
7350 Cvar_RegisterVariable(&r_showtris);
7351 Cvar_RegisterVariable(&r_shownormals);
7352 Cvar_RegisterVariable(&r_showlighting);
7353 Cvar_RegisterVariable(&r_showshadowvolumes);
7354 Cvar_RegisterVariable(&r_showcollisionbrushes);
7355 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7356 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7357 Cvar_RegisterVariable(&r_showdisabledepthtest);
7358 Cvar_RegisterVariable(&r_drawportals);
7359 Cvar_RegisterVariable(&r_drawentities);
7360 Cvar_RegisterVariable(&r_draw2d);
7361 Cvar_RegisterVariable(&r_drawworld);
7362 Cvar_RegisterVariable(&r_cullentities_trace);
7363 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7364 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7365 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7366 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7367 Cvar_RegisterVariable(&r_drawviewmodel);
7368 Cvar_RegisterVariable(&r_drawexteriormodel);
7369 Cvar_RegisterVariable(&r_speeds);
7370 Cvar_RegisterVariable(&r_fullbrights);
7371 Cvar_RegisterVariable(&r_wateralpha);
7372 Cvar_RegisterVariable(&r_dynamic);
7373 Cvar_RegisterVariable(&r_fakelight);
7374 Cvar_RegisterVariable(&r_fakelight_intensity);
7375 Cvar_RegisterVariable(&r_fullbright);
7376 Cvar_RegisterVariable(&r_shadows);
7377 Cvar_RegisterVariable(&r_shadows_darken);
7378 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7379 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7380 Cvar_RegisterVariable(&r_shadows_throwdistance);
7381 Cvar_RegisterVariable(&r_shadows_throwdirection);
7382 Cvar_RegisterVariable(&r_shadows_focus);
7383 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7384 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7385 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7386 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7387 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7388 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7389 Cvar_RegisterVariable(&r_fog_exp2);
7390 Cvar_RegisterVariable(&r_drawfog);
7391 Cvar_RegisterVariable(&r_transparentdepthmasking);
7392 Cvar_RegisterVariable(&r_texture_dds_load);
7393 Cvar_RegisterVariable(&r_texture_dds_save);
7394 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7395 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7396 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7397 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7398 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7399 Cvar_RegisterVariable(&r_textureunits);
7400 Cvar_RegisterVariable(&gl_combine);
7401 Cvar_RegisterVariable(&r_glsl);
7402 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7403 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7404 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7405 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7406 Cvar_RegisterVariable(&r_glsl_postprocess);
7407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7409 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7410 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7411 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7412 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7413 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7414 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7416 Cvar_RegisterVariable(&r_water);
7417 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7418 Cvar_RegisterVariable(&r_water_clippingplanebias);
7419 Cvar_RegisterVariable(&r_water_refractdistort);
7420 Cvar_RegisterVariable(&r_water_reflectdistort);
7421 Cvar_RegisterVariable(&r_water_scissormode);
7422 Cvar_RegisterVariable(&r_lerpsprites);
7423 Cvar_RegisterVariable(&r_lerpmodels);
7424 Cvar_RegisterVariable(&r_lerplightstyles);
7425 Cvar_RegisterVariable(&r_waterscroll);
7426 Cvar_RegisterVariable(&r_bloom);
7427 Cvar_RegisterVariable(&r_bloom_colorscale);
7428 Cvar_RegisterVariable(&r_bloom_brighten);
7429 Cvar_RegisterVariable(&r_bloom_blur);
7430 Cvar_RegisterVariable(&r_bloom_resolution);
7431 Cvar_RegisterVariable(&r_bloom_colorexponent);
7432 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7433 Cvar_RegisterVariable(&r_hdr);
7434 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7435 Cvar_RegisterVariable(&r_hdr_glowintensity);
7436 Cvar_RegisterVariable(&r_hdr_range);
7437 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7438 Cvar_RegisterVariable(&developer_texturelogging);
7439 Cvar_RegisterVariable(&gl_lightmaps);
7440 Cvar_RegisterVariable(&r_test);
7441 Cvar_RegisterVariable(&r_glsl_saturation);
7442 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7443 Cvar_RegisterVariable(&r_framedatasize);
7444 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7445 Cvar_SetValue("r_fullbrights", 0);
7446 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7448 Cvar_RegisterVariable(&r_track_sprites);
7449 Cvar_RegisterVariable(&r_track_sprites_flags);
7450 Cvar_RegisterVariable(&r_track_sprites_scalew);
7451 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7452 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7453 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7456 extern void R_Textures_Init(void);
7457 extern void GL_Draw_Init(void);
7458 extern void GL_Main_Init(void);
7459 extern void R_Shadow_Init(void);
7460 extern void R_Sky_Init(void);
7461 extern void GL_Surf_Init(void);
7462 extern void R_Particles_Init(void);
7463 extern void R_Explosion_Init(void);
7464 extern void gl_backend_init(void);
7465 extern void Sbar_Init(void);
7466 extern void R_LightningBeams_Init(void);
7467 extern void Mod_RenderInit(void);
7468 extern void Font_Init(void);
7470 void Render_Init(void)
7483 R_LightningBeams_Init();
7492 extern char *ENGINE_EXTENSIONS;
7495 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7496 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7497 gl_version = (const char *)qglGetString(GL_VERSION);
7498 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7502 if (!gl_platformextensions)
7503 gl_platformextensions = "";
7505 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7506 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7507 Con_Printf("GL_VERSION: %s\n", gl_version);
7508 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7509 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7511 VID_CheckExtensions();
7513 // LordHavoc: report supported extensions
7514 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7516 // clear to black (loading plaque will be seen over this)
7517 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7520 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7524 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7526 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7529 p = r_refdef.view.frustum + i;
7534 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7538 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7542 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7546 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7550 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7554 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7558 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7562 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7570 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7574 for (i = 0;i < numplanes;i++)
7581 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7585 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7589 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7593 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7597 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7601 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7605 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7609 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7617 //==================================================================================
7619 // LordHavoc: this stores temporary data used within the same frame
7621 qboolean r_framedata_failed;
7622 static size_t r_framedata_size;
7623 static size_t r_framedata_current;
7624 static void *r_framedata_base;
7626 void R_FrameData_Reset(void)
7628 if (r_framedata_base)
7629 Mem_Free(r_framedata_base);
7630 r_framedata_base = NULL;
7631 r_framedata_size = 0;
7632 r_framedata_current = 0;
7633 r_framedata_failed = false;
7636 void R_FrameData_NewFrame(void)
7639 if (r_framedata_failed)
7640 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7641 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7642 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7643 if (r_framedata_size != wantedsize)
7645 r_framedata_size = wantedsize;
7646 if (r_framedata_base)
7647 Mem_Free(r_framedata_base);
7648 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7650 r_framedata_current = 0;
7651 r_framedata_failed = false;
7654 void *R_FrameData_Alloc(size_t size)
7658 // align to 16 byte boundary
7659 size = (size + 15) & ~15;
7660 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7661 r_framedata_current += size;
7664 if (r_framedata_current > r_framedata_size)
7665 r_framedata_failed = true;
7667 // return NULL on everything after a failure
7668 if (r_framedata_failed)
7674 void *R_FrameData_Store(size_t size, void *data)
7676 void *d = R_FrameData_Alloc(size);
7678 memcpy(d, data, size);
7682 //==================================================================================
7684 // LordHavoc: animcache originally written by Echon, rewritten since then
7687 * Animation cache prevents re-generating mesh data for an animated model
7688 * multiple times in one frame for lighting, shadowing, reflections, etc.
7691 void R_AnimCache_Free(void)
7695 void R_AnimCache_ClearCache(void)
7698 entity_render_t *ent;
7700 for (i = 0;i < r_refdef.scene.numentities;i++)
7702 ent = r_refdef.scene.entities[i];
7703 ent->animcache_vertex3f = NULL;
7704 ent->animcache_normal3f = NULL;
7705 ent->animcache_svector3f = NULL;
7706 ent->animcache_tvector3f = NULL;
7707 ent->animcache_vertexposition = NULL;
7708 ent->animcache_vertexmesh = NULL;
7709 ent->animcache_vertexpositionbuffer = NULL;
7710 ent->animcache_vertexmeshbuffer = NULL;
7714 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7718 // identical memory layout, so no need to allocate...
7719 // this also provides the vertexposition structure to everything, e.g.
7720 // depth masked rendering currently uses it even if having separate
7722 // NOTE: get rid of this optimization if changing it to e.g. 4f
7723 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7726 // get rid of following uses of VERTEXPOSITION, change to the array:
7727 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7728 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7729 // R_DrawTextureSurfaceList_DepthOnly
7730 // R_Q1BSP_DrawShadowMap
7732 switch(vid.renderpath)
7734 case RENDERPATH_GL20:
7735 case RENDERPATH_CGGL:
7736 // need the meshbuffers if !gl_mesh_separatearrays.integer
7737 if (gl_mesh_separatearrays.integer)
7740 case RENDERPATH_D3D9:
7741 case RENDERPATH_D3D10:
7742 case RENDERPATH_D3D11:
7743 // always need the meshbuffers
7745 case RENDERPATH_GL13:
7746 case RENDERPATH_GL11:
7747 // never need the meshbuffers
7751 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7752 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7754 if (!ent->animcache_vertexposition)
7755 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7757 if (ent->animcache_vertexposition)
7760 for (i = 0;i < numvertices;i++)
7761 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7763 // TODO: upload vertex buffer?
7765 if (ent->animcache_vertexmesh)
7767 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7768 for (i = 0;i < numvertices;i++)
7769 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7770 if (ent->animcache_svector3f)
7771 for (i = 0;i < numvertices;i++)
7772 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7773 if (ent->animcache_tvector3f)
7774 for (i = 0;i < numvertices;i++)
7775 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7776 if (ent->animcache_normal3f)
7777 for (i = 0;i < numvertices;i++)
7778 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7779 // TODO: upload vertex buffer?
7783 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7785 dp_model_t *model = ent->model;
7787 // see if it's already cached this frame
7788 if (ent->animcache_vertex3f)
7790 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7791 if (wantnormals || wanttangents)
7793 if (ent->animcache_normal3f)
7794 wantnormals = false;
7795 if (ent->animcache_svector3f)
7796 wanttangents = false;
7797 if (wantnormals || wanttangents)
7799 numvertices = model->surfmesh.num_vertices;
7801 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7804 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7805 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7807 if (!r_framedata_failed)
7809 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7810 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7817 // see if this ent is worth caching
7818 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7820 // get some memory for this entity and generate mesh data
7821 numvertices = model->surfmesh.num_vertices;
7822 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7824 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7828 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7830 if (!r_framedata_failed)
7832 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7833 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7836 return !r_framedata_failed;
7839 void R_AnimCache_CacheVisibleEntities(void)
7842 qboolean wantnormals = true;
7843 qboolean wanttangents = !r_showsurfaces.integer;
7845 switch(vid.renderpath)
7847 case RENDERPATH_GL20:
7848 case RENDERPATH_CGGL:
7849 case RENDERPATH_D3D9:
7850 case RENDERPATH_D3D10:
7851 case RENDERPATH_D3D11:
7853 case RENDERPATH_GL13:
7854 case RENDERPATH_GL11:
7855 wanttangents = false;
7859 if (r_shownormals.integer)
7860 wanttangents = wantnormals = true;
7862 // TODO: thread this
7863 // NOTE: R_PrepareRTLights() also caches entities
7865 for (i = 0;i < r_refdef.scene.numentities;i++)
7866 if (r_refdef.viewcache.entityvisible[i])
7867 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7870 //==================================================================================
7872 static void R_View_UpdateEntityLighting (void)
7875 entity_render_t *ent;
7876 vec3_t tempdiffusenormal, avg;
7877 vec_t f, fa, fd, fdd;
7878 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7880 for (i = 0;i < r_refdef.scene.numentities;i++)
7882 ent = r_refdef.scene.entities[i];
7884 // skip unseen models
7885 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7889 if (ent->model && ent->model->brush.num_leafs)
7891 // TODO: use modellight for r_ambient settings on world?
7892 VectorSet(ent->modellight_ambient, 0, 0, 0);
7893 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7894 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7898 // fetch the lighting from the worldmodel data
7899 VectorClear(ent->modellight_ambient);
7900 VectorClear(ent->modellight_diffuse);
7901 VectorClear(tempdiffusenormal);
7902 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7905 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7907 // complete lightning for lit sprites
7908 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7909 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7911 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7912 org[2] = org[2] + r_overheadsprites_pushback.value;
7913 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7916 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7918 if(ent->flags & RENDER_EQUALIZE)
7920 // first fix up ambient lighting...
7921 if(r_equalize_entities_minambient.value > 0)
7923 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7926 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7927 if(fa < r_equalize_entities_minambient.value * fd)
7930 // fa'/fd' = minambient
7931 // fa'+0.25*fd' = fa+0.25*fd
7933 // fa' = fd' * minambient
7934 // fd'*(0.25+minambient) = fa+0.25*fd
7936 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7937 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7939 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7940 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
7941 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7942 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7947 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7949 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7950 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7953 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7954 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7955 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7961 VectorSet(ent->modellight_ambient, 1, 1, 1);
7963 // move the light direction into modelspace coordinates for lighting code
7964 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7965 if(VectorLength2(ent->modellight_lightdir) == 0)
7966 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7967 VectorNormalize(ent->modellight_lightdir);
7971 #define MAX_LINEOFSIGHTTRACES 64
7973 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7976 vec3_t boxmins, boxmaxs;
7979 dp_model_t *model = r_refdef.scene.worldmodel;
7981 if (!model || !model->brush.TraceLineOfSight)
7984 // expand the box a little
7985 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7986 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7987 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7988 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7989 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7990 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7992 // return true if eye is inside enlarged box
7993 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7997 VectorCopy(eye, start);
7998 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7999 if (model->brush.TraceLineOfSight(model, start, end))
8002 // try various random positions
8003 for (i = 0;i < numsamples;i++)
8005 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8006 if (model->brush.TraceLineOfSight(model, start, end))
8014 static void R_View_UpdateEntityVisible (void)
8019 entity_render_t *ent;
8021 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8022 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8023 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8024 : RENDER_EXTERIORMODEL;
8025 if (!r_drawviewmodel.integer)
8026 renderimask |= RENDER_VIEWMODEL;
8027 if (!r_drawexteriormodel.integer)
8028 renderimask |= RENDER_EXTERIORMODEL;
8029 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8031 // worldmodel can check visibility
8032 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8033 for (i = 0;i < r_refdef.scene.numentities;i++)
8035 ent = r_refdef.scene.entities[i];
8036 if (!(ent->flags & renderimask))
8037 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
8038 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))
8039 r_refdef.viewcache.entityvisible[i] = true;
8041 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8042 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8044 for (i = 0;i < r_refdef.scene.numentities;i++)
8046 ent = r_refdef.scene.entities[i];
8047 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8049 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8051 continue; // temp entities do pvs only
8052 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8053 ent->last_trace_visibility = realtime;
8054 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8055 r_refdef.viewcache.entityvisible[i] = 0;
8062 // no worldmodel or it can't check visibility
8063 for (i = 0;i < r_refdef.scene.numentities;i++)
8065 ent = r_refdef.scene.entities[i];
8066 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));
8071 /// only used if skyrendermasked, and normally returns false
8072 int R_DrawBrushModelsSky (void)
8075 entity_render_t *ent;
8078 for (i = 0;i < r_refdef.scene.numentities;i++)
8080 if (!r_refdef.viewcache.entityvisible[i])
8082 ent = r_refdef.scene.entities[i];
8083 if (!ent->model || !ent->model->DrawSky)
8085 ent->model->DrawSky(ent);
8091 static void R_DrawNoModel(entity_render_t *ent);
8092 static void R_DrawModels(void)
8095 entity_render_t *ent;
8097 for (i = 0;i < r_refdef.scene.numentities;i++)
8099 if (!r_refdef.viewcache.entityvisible[i])
8101 ent = r_refdef.scene.entities[i];
8102 r_refdef.stats.entities++;
8103 if (ent->model && ent->model->Draw != NULL)
8104 ent->model->Draw(ent);
8110 static void R_DrawModelsDepth(void)
8113 entity_render_t *ent;
8115 for (i = 0;i < r_refdef.scene.numentities;i++)
8117 if (!r_refdef.viewcache.entityvisible[i])
8119 ent = r_refdef.scene.entities[i];
8120 if (ent->model && ent->model->DrawDepth != NULL)
8121 ent->model->DrawDepth(ent);
8125 static void R_DrawModelsDebug(void)
8128 entity_render_t *ent;
8130 for (i = 0;i < r_refdef.scene.numentities;i++)
8132 if (!r_refdef.viewcache.entityvisible[i])
8134 ent = r_refdef.scene.entities[i];
8135 if (ent->model && ent->model->DrawDebug != NULL)
8136 ent->model->DrawDebug(ent);
8140 static void R_DrawModelsAddWaterPlanes(void)
8143 entity_render_t *ent;
8145 for (i = 0;i < r_refdef.scene.numentities;i++)
8147 if (!r_refdef.viewcache.entityvisible[i])
8149 ent = r_refdef.scene.entities[i];
8150 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8151 ent->model->DrawAddWaterPlanes(ent);
8155 static void R_View_SetFrustum(const int *scissor)
8158 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8159 vec3_t forward, left, up, origin, v;
8163 // flipped x coordinates (because x points left here)
8164 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8165 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8167 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8168 switch(vid.renderpath)
8170 case RENDERPATH_D3D9:
8171 case RENDERPATH_D3D10:
8172 case RENDERPATH_D3D11:
8173 // non-flipped y coordinates
8174 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8175 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8177 case RENDERPATH_GL11:
8178 case RENDERPATH_GL13:
8179 case RENDERPATH_GL20:
8180 case RENDERPATH_CGGL:
8181 // non-flipped y coordinates
8182 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8183 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8188 // we can't trust r_refdef.view.forward and friends in reflected scenes
8189 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8192 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8193 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8194 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8195 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8196 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8197 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8198 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8199 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8200 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8201 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8202 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8203 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8207 zNear = r_refdef.nearclip;
8208 nudge = 1.0 - 1.0 / (1<<23);
8209 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8210 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8211 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8212 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8213 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8214 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8215 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8216 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8222 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8223 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8224 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8225 r_refdef.view.frustum[0].dist = m[15] - m[12];
8227 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8228 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8229 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8230 r_refdef.view.frustum[1].dist = m[15] + m[12];
8232 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8233 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8234 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8235 r_refdef.view.frustum[2].dist = m[15] - m[13];
8237 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8238 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8239 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8240 r_refdef.view.frustum[3].dist = m[15] + m[13];
8242 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8243 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8244 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8245 r_refdef.view.frustum[4].dist = m[15] - m[14];
8247 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8248 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8249 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8250 r_refdef.view.frustum[5].dist = m[15] + m[14];
8253 if (r_refdef.view.useperspective)
8255 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8256 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8257 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8258 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8259 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8261 // then the normals from the corners relative to origin
8262 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8263 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8264 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8265 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8267 // in a NORMAL view, forward cross left == up
8268 // in a REFLECTED view, forward cross left == down
8269 // so our cross products above need to be adjusted for a left handed coordinate system
8270 CrossProduct(forward, left, v);
8271 if(DotProduct(v, up) < 0)
8273 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8274 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8275 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8276 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8279 // Leaving those out was a mistake, those were in the old code, and they
8280 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8281 // I couldn't reproduce it after adding those normalizations. --blub
8282 VectorNormalize(r_refdef.view.frustum[0].normal);
8283 VectorNormalize(r_refdef.view.frustum[1].normal);
8284 VectorNormalize(r_refdef.view.frustum[2].normal);
8285 VectorNormalize(r_refdef.view.frustum[3].normal);
8287 // make the corners absolute
8288 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8289 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8290 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8291 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8294 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8296 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8297 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8298 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8299 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8300 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8304 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8305 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8306 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8307 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8308 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8309 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8310 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8311 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8312 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8313 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8315 r_refdef.view.numfrustumplanes = 5;
8317 if (r_refdef.view.useclipplane)
8319 r_refdef.view.numfrustumplanes = 6;
8320 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8323 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8324 PlaneClassify(r_refdef.view.frustum + i);
8326 // LordHavoc: note to all quake engine coders, Quake had a special case
8327 // for 90 degrees which assumed a square view (wrong), so I removed it,
8328 // Quake2 has it disabled as well.
8330 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8331 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8332 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8333 //PlaneClassify(&frustum[0]);
8335 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8336 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8337 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8338 //PlaneClassify(&frustum[1]);
8340 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8341 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8342 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8343 //PlaneClassify(&frustum[2]);
8345 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8346 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8347 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8348 //PlaneClassify(&frustum[3]);
8351 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8352 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8353 //PlaneClassify(&frustum[4]);
8356 void R_View_UpdateWithScissor(const int *myscissor)
8358 R_Main_ResizeViewCache();
8359 R_View_SetFrustum(myscissor);
8360 R_View_WorldVisibility(r_refdef.view.useclipplane);
8361 R_View_UpdateEntityVisible();
8362 R_View_UpdateEntityLighting();
8365 void R_View_Update(void)
8367 R_Main_ResizeViewCache();
8368 R_View_SetFrustum(NULL);
8369 R_View_WorldVisibility(r_refdef.view.useclipplane);
8370 R_View_UpdateEntityVisible();
8371 R_View_UpdateEntityLighting();
8374 void R_SetupView(qboolean allowwaterclippingplane)
8376 const float *customclipplane = NULL;
8378 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8380 // LordHavoc: couldn't figure out how to make this approach the
8381 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8382 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8383 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8384 dist = r_refdef.view.clipplane.dist;
8385 plane[0] = r_refdef.view.clipplane.normal[0];
8386 plane[1] = r_refdef.view.clipplane.normal[1];
8387 plane[2] = r_refdef.view.clipplane.normal[2];
8389 customclipplane = plane;
8392 if (!r_refdef.view.useperspective)
8393 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);
8394 else if (vid.stencil && r_useinfinitefarclip.integer)
8395 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);
8397 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);
8398 R_SetViewport(&r_refdef.view.viewport);
8401 void R_EntityMatrix(const matrix4x4_t *matrix)
8403 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8405 gl_modelmatrixchanged = false;
8406 gl_modelmatrix = *matrix;
8407 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8408 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8409 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8410 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8412 switch(vid.renderpath)
8414 case RENDERPATH_D3D9:
8416 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8417 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8420 case RENDERPATH_D3D10:
8421 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8423 case RENDERPATH_D3D11:
8424 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8426 case RENDERPATH_GL20:
8427 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8428 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8429 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8431 case RENDERPATH_CGGL:
8434 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8435 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8436 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8439 case RENDERPATH_GL13:
8440 case RENDERPATH_GL11:
8441 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8447 void R_ResetViewRendering2D(void)
8449 r_viewport_t viewport;
8452 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8453 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);
8454 R_SetViewport(&viewport);
8455 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8456 GL_Color(1, 1, 1, 1);
8457 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8458 GL_BlendFunc(GL_ONE, GL_ZERO);
8459 GL_AlphaTest(false);
8460 GL_ScissorTest(false);
8461 GL_DepthMask(false);
8462 GL_DepthRange(0, 1);
8463 GL_DepthTest(false);
8464 GL_DepthFunc(GL_LEQUAL);
8465 R_EntityMatrix(&identitymatrix);
8466 R_Mesh_ResetTextureState();
8467 GL_PolygonOffset(0, 0);
8468 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8469 switch(vid.renderpath)
8471 case RENDERPATH_GL11:
8472 case RENDERPATH_GL13:
8473 case RENDERPATH_GL20:
8474 case RENDERPATH_CGGL:
8475 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8477 case RENDERPATH_D3D9:
8478 case RENDERPATH_D3D10:
8479 case RENDERPATH_D3D11:
8482 GL_CullFace(GL_NONE);
8485 void R_ResetViewRendering3D(void)
8490 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8491 GL_Color(1, 1, 1, 1);
8492 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8493 GL_BlendFunc(GL_ONE, GL_ZERO);
8494 GL_AlphaTest(false);
8495 GL_ScissorTest(true);
8497 GL_DepthRange(0, 1);
8499 GL_DepthFunc(GL_LEQUAL);
8500 R_EntityMatrix(&identitymatrix);
8501 R_Mesh_ResetTextureState();
8502 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8503 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8504 switch(vid.renderpath)
8506 case RENDERPATH_GL11:
8507 case RENDERPATH_GL13:
8508 case RENDERPATH_GL20:
8509 case RENDERPATH_CGGL:
8510 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8512 case RENDERPATH_D3D9:
8513 case RENDERPATH_D3D10:
8514 case RENDERPATH_D3D11:
8517 GL_CullFace(r_refdef.view.cullface_back);
8522 R_RenderView_UpdateViewVectors
8525 static void R_RenderView_UpdateViewVectors(void)
8527 // break apart the view matrix into vectors for various purposes
8528 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8529 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8530 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8531 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8532 // make an inverted copy of the view matrix for tracking sprites
8533 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8536 void R_RenderScene(void);
8537 void R_RenderWaterPlanes(void);
8539 static void R_Water_StartFrame(void)
8542 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8543 r_waterstate_waterplane_t *p;
8545 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8548 switch(vid.renderpath)
8550 case RENDERPATH_GL20:
8551 case RENDERPATH_CGGL:
8552 case RENDERPATH_D3D9:
8553 case RENDERPATH_D3D10:
8554 case RENDERPATH_D3D11:
8556 case RENDERPATH_GL13:
8557 case RENDERPATH_GL11:
8561 // set waterwidth and waterheight to the water resolution that will be
8562 // used (often less than the screen resolution for faster rendering)
8563 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8564 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8566 // calculate desired texture sizes
8567 // can't use water if the card does not support the texture size
8568 if (!r_water.integer || r_showsurfaces.integer)
8569 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8570 else if (vid.support.arb_texture_non_power_of_two)
8572 texturewidth = waterwidth;
8573 textureheight = waterheight;
8574 camerawidth = waterwidth;
8575 cameraheight = waterheight;
8579 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8580 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8581 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8582 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8585 // allocate textures as needed
8586 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8588 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8589 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8591 if (p->texture_refraction)
8592 R_FreeTexture(p->texture_refraction);
8593 p->texture_refraction = NULL;
8594 if (p->texture_reflection)
8595 R_FreeTexture(p->texture_reflection);
8596 p->texture_reflection = NULL;
8597 if (p->texture_camera)
8598 R_FreeTexture(p->texture_camera);
8599 p->texture_camera = NULL;
8601 memset(&r_waterstate, 0, sizeof(r_waterstate));
8602 r_waterstate.texturewidth = texturewidth;
8603 r_waterstate.textureheight = textureheight;
8604 r_waterstate.camerawidth = camerawidth;
8605 r_waterstate.cameraheight = cameraheight;
8608 if (r_waterstate.texturewidth)
8610 r_waterstate.enabled = true;
8612 // when doing a reduced render (HDR) we want to use a smaller area
8613 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8614 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8616 // set up variables that will be used in shader setup
8617 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8618 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8619 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8620 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8623 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8624 r_waterstate.numwaterplanes = 0;
8627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8629 int triangleindex, planeindex;
8635 r_waterstate_waterplane_t *p;
8636 texture_t *t = R_GetCurrentTexture(surface->texture);
8638 // just use the first triangle with a valid normal for any decisions
8639 VectorClear(normal);
8640 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8642 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8643 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8644 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8645 TriangleNormal(vert[0], vert[1], vert[2], normal);
8646 if (VectorLength2(normal) >= 0.001)
8650 VectorCopy(normal, plane.normal);
8651 VectorNormalize(plane.normal);
8652 plane.dist = DotProduct(vert[0], plane.normal);
8653 PlaneClassify(&plane);
8654 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8656 // skip backfaces (except if nocullface is set)
8657 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8659 VectorNegate(plane.normal, plane.normal);
8661 PlaneClassify(&plane);
8665 // find a matching plane if there is one
8666 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8667 if(p->camera_entity == t->camera_entity)
8668 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8670 if (planeindex >= r_waterstate.maxwaterplanes)
8671 return; // nothing we can do, out of planes
8673 // if this triangle does not fit any known plane rendered this frame, add one
8674 if (planeindex >= r_waterstate.numwaterplanes)
8676 // store the new plane
8677 r_waterstate.numwaterplanes++;
8679 // clear materialflags and pvs
8680 p->materialflags = 0;
8681 p->pvsvalid = false;
8682 p->camera_entity = t->camera_entity;
8683 VectorCopy(surface->mins, p->mins);
8684 VectorCopy(surface->maxs, p->maxs);
8689 p->mins[0] = min(p->mins[0], surface->mins[0]);
8690 p->mins[1] = min(p->mins[1], surface->mins[1]);
8691 p->mins[2] = min(p->mins[2], surface->mins[2]);
8692 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8693 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8694 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8696 // merge this surface's materialflags into the waterplane
8697 p->materialflags |= t->currentmaterialflags;
8698 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8700 // merge this surface's PVS into the waterplane
8701 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8702 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8703 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8705 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8711 static void R_Water_ProcessPlanes(void)
8714 r_refdef_view_t originalview;
8715 r_refdef_view_t myview;
8717 r_waterstate_waterplane_t *p;
8720 originalview = r_refdef.view;
8722 // make sure enough textures are allocated
8723 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8725 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8727 if (!p->texture_refraction)
8728 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8729 if (!p->texture_refraction)
8732 else if (p->materialflags & MATERIALFLAG_CAMERA)
8734 if (!p->texture_camera)
8735 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8736 if (!p->texture_camera)
8740 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8742 if (!p->texture_reflection)
8743 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8744 if (!p->texture_reflection)
8750 r_refdef.view = originalview;
8751 r_refdef.view.showdebug = false;
8752 r_refdef.view.width = r_waterstate.waterwidth;
8753 r_refdef.view.height = r_waterstate.waterheight;
8754 r_refdef.view.useclipplane = true;
8755 myview = r_refdef.view;
8756 r_waterstate.renderingscene = true;
8757 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8759 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8761 r_refdef.view = myview;
8762 if(r_water_scissormode.integer)
8765 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8766 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8769 // render reflected scene and copy into texture
8770 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8771 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8772 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8773 r_refdef.view.clipplane = p->plane;
8775 // reverse the cullface settings for this render
8776 r_refdef.view.cullface_front = GL_FRONT;
8777 r_refdef.view.cullface_back = GL_BACK;
8778 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8780 r_refdef.view.usecustompvs = true;
8782 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8784 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8787 R_ResetViewRendering3D();
8788 R_ClearScreen(r_refdef.fogenabled);
8789 if(r_water_scissormode.integer & 2)
8790 R_View_UpdateWithScissor(myscissor);
8793 if(r_water_scissormode.integer & 1)
8794 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8797 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);
8800 // render the normal view scene and copy into texture
8801 // (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)
8802 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8804 r_refdef.view = myview;
8805 if(r_water_scissormode.integer)
8808 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8809 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8812 r_waterstate.renderingrefraction = true;
8814 r_refdef.view.clipplane = p->plane;
8815 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8816 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8818 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8820 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8821 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8822 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8823 R_RenderView_UpdateViewVectors();
8824 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8826 r_refdef.view.usecustompvs = true;
8827 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8831 PlaneClassify(&r_refdef.view.clipplane);
8833 R_ResetViewRendering3D();
8834 R_ClearScreen(r_refdef.fogenabled);
8835 if(r_water_scissormode.integer & 2)
8836 R_View_UpdateWithScissor(myscissor);
8839 if(r_water_scissormode.integer & 1)
8840 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8843 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);
8844 r_waterstate.renderingrefraction = false;
8846 else if (p->materialflags & MATERIALFLAG_CAMERA)
8848 r_refdef.view = myview;
8850 r_refdef.view.clipplane = p->plane;
8851 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8852 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8854 r_refdef.view.width = r_waterstate.camerawidth;
8855 r_refdef.view.height = r_waterstate.cameraheight;
8856 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8857 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8859 if(p->camera_entity)
8861 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8862 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8865 // note: all of the view is used for displaying... so
8866 // there is no use in scissoring
8868 // reverse the cullface settings for this render
8869 r_refdef.view.cullface_front = GL_FRONT;
8870 r_refdef.view.cullface_back = GL_BACK;
8871 // also reverse the view matrix
8872 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8873 R_RenderView_UpdateViewVectors();
8874 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8876 r_refdef.view.usecustompvs = true;
8877 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8880 // camera needs no clipplane
8881 r_refdef.view.useclipplane = false;
8883 PlaneClassify(&r_refdef.view.clipplane);
8885 R_ResetViewRendering3D();
8886 R_ClearScreen(r_refdef.fogenabled);
8890 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8891 r_waterstate.renderingrefraction = false;
8895 r_waterstate.renderingscene = false;
8896 r_refdef.view = originalview;
8897 R_ResetViewRendering3D();
8898 R_ClearScreen(r_refdef.fogenabled);
8902 r_refdef.view = originalview;
8903 r_waterstate.renderingscene = false;
8904 Cvar_SetValueQuick(&r_water, 0);
8905 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8909 void R_Bloom_StartFrame(void)
8911 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8913 switch(vid.renderpath)
8915 case RENDERPATH_GL20:
8916 case RENDERPATH_CGGL:
8917 case RENDERPATH_D3D9:
8918 case RENDERPATH_D3D10:
8919 case RENDERPATH_D3D11:
8921 case RENDERPATH_GL13:
8922 case RENDERPATH_GL11:
8926 // set bloomwidth and bloomheight to the bloom resolution that will be
8927 // used (often less than the screen resolution for faster rendering)
8928 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8929 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8930 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8931 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8932 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8934 // calculate desired texture sizes
8935 if (vid.support.arb_texture_non_power_of_two)
8937 screentexturewidth = r_refdef.view.width;
8938 screentextureheight = r_refdef.view.height;
8939 bloomtexturewidth = r_bloomstate.bloomwidth;
8940 bloomtextureheight = r_bloomstate.bloomheight;
8944 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8945 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8946 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8947 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8950 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))
8952 Cvar_SetValueQuick(&r_hdr, 0);
8953 Cvar_SetValueQuick(&r_bloom, 0);
8954 Cvar_SetValueQuick(&r_motionblur, 0);
8955 Cvar_SetValueQuick(&r_damageblur, 0);
8958 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)))
8959 screentexturewidth = screentextureheight = 0;
8960 if (!r_hdr.integer && !r_bloom.integer)
8961 bloomtexturewidth = bloomtextureheight = 0;
8963 // allocate textures as needed
8964 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8966 if (r_bloomstate.texture_screen)
8967 R_FreeTexture(r_bloomstate.texture_screen);
8968 r_bloomstate.texture_screen = NULL;
8969 r_bloomstate.screentexturewidth = screentexturewidth;
8970 r_bloomstate.screentextureheight = screentextureheight;
8971 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8972 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8974 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8976 if (r_bloomstate.texture_bloom)
8977 R_FreeTexture(r_bloomstate.texture_bloom);
8978 r_bloomstate.texture_bloom = NULL;
8979 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8980 r_bloomstate.bloomtextureheight = bloomtextureheight;
8981 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8982 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8985 // when doing a reduced render (HDR) we want to use a smaller area
8986 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8987 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8988 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8989 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8990 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8992 // set up a texcoord array for the full resolution screen image
8993 // (we have to keep this around to copy back during final render)
8994 r_bloomstate.screentexcoord2f[0] = 0;
8995 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8996 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8997 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8998 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8999 r_bloomstate.screentexcoord2f[5] = 0;
9000 r_bloomstate.screentexcoord2f[6] = 0;
9001 r_bloomstate.screentexcoord2f[7] = 0;
9003 // set up a texcoord array for the reduced resolution bloom image
9004 // (which will be additive blended over the screen image)
9005 r_bloomstate.bloomtexcoord2f[0] = 0;
9006 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9007 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9008 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9009 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9010 r_bloomstate.bloomtexcoord2f[5] = 0;
9011 r_bloomstate.bloomtexcoord2f[6] = 0;
9012 r_bloomstate.bloomtexcoord2f[7] = 0;
9014 switch(vid.renderpath)
9016 case RENDERPATH_GL11:
9017 case RENDERPATH_GL13:
9018 case RENDERPATH_GL20:
9019 case RENDERPATH_CGGL:
9021 case RENDERPATH_D3D9:
9022 case RENDERPATH_D3D10:
9023 case RENDERPATH_D3D11:
9026 for (i = 0;i < 4;i++)
9028 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9029 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9030 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9031 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9037 if (r_hdr.integer || r_bloom.integer)
9039 r_bloomstate.enabled = true;
9040 r_bloomstate.hdr = r_hdr.integer != 0;
9043 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);
9046 void R_Bloom_CopyBloomTexture(float colorscale)
9048 r_refdef.stats.bloom++;
9050 // scale down screen texture to the bloom texture size
9052 R_SetViewport(&r_bloomstate.viewport);
9053 GL_BlendFunc(GL_ONE, GL_ZERO);
9054 GL_Color(colorscale, colorscale, colorscale, 1);
9055 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9056 switch(vid.renderpath)
9058 case RENDERPATH_GL11:
9059 case RENDERPATH_GL13:
9060 case RENDERPATH_GL20:
9061 case RENDERPATH_CGGL:
9062 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9064 case RENDERPATH_D3D9:
9065 case RENDERPATH_D3D10:
9066 case RENDERPATH_D3D11:
9067 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9070 // TODO: do boxfilter scale-down in shader?
9071 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9072 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9073 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9075 // we now have a bloom image in the framebuffer
9076 // copy it into the bloom image texture for later processing
9077 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);
9078 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9081 void R_Bloom_CopyHDRTexture(void)
9083 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);
9084 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9087 void R_Bloom_MakeTexture(void)
9090 float xoffset, yoffset, r, brighten;
9092 r_refdef.stats.bloom++;
9094 R_ResetViewRendering2D();
9096 // we have a bloom image in the framebuffer
9098 R_SetViewport(&r_bloomstate.viewport);
9100 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9103 r = bound(0, r_bloom_colorexponent.value / x, 1);
9104 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9106 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9107 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9108 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9109 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9111 // copy the vertically blurred bloom view to a texture
9112 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);
9113 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9116 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9117 brighten = r_bloom_brighten.value;
9119 brighten *= r_hdr_range.value;
9120 brighten = sqrt(brighten);
9122 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9123 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9125 for (dir = 0;dir < 2;dir++)
9127 // blend on at multiple vertical offsets to achieve a vertical blur
9128 // TODO: do offset blends using GLSL
9129 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9130 GL_BlendFunc(GL_ONE, GL_ZERO);
9131 for (x = -range;x <= range;x++)
9133 if (!dir){xoffset = 0;yoffset = x;}
9134 else {xoffset = x;yoffset = 0;}
9135 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9136 yoffset /= (float)r_bloomstate.bloomtextureheight;
9137 // compute a texcoord array with the specified x and y offset
9138 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9139 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9140 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9141 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9142 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9143 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9144 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9145 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9146 // this r value looks like a 'dot' particle, fading sharply to
9147 // black at the edges
9148 // (probably not realistic but looks good enough)
9149 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9150 //r = brighten/(range*2+1);
9151 r = brighten / (range * 2 + 1);
9153 r *= (1 - x*x/(float)(range*range));
9154 GL_Color(r, r, r, 1);
9155 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9156 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9157 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9158 GL_BlendFunc(GL_ONE, GL_ONE);
9161 // copy the vertically blurred bloom view to a texture
9162 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);
9163 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9167 void R_HDR_RenderBloomTexture(void)
9169 int oldwidth, oldheight;
9170 float oldcolorscale;
9173 oldwaterstate = r_waterstate.enabled;
9174 oldcolorscale = r_refdef.view.colorscale;
9175 oldwidth = r_refdef.view.width;
9176 oldheight = r_refdef.view.height;
9177 r_refdef.view.width = r_bloomstate.bloomwidth;
9178 r_refdef.view.height = r_bloomstate.bloomheight;
9180 if(r_hdr.integer < 2)
9181 r_waterstate.enabled = false;
9183 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9184 // TODO: add exposure compensation features
9185 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9187 r_refdef.view.showdebug = false;
9188 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9190 R_ResetViewRendering3D();
9192 R_ClearScreen(r_refdef.fogenabled);
9193 if (r_timereport_active)
9194 R_TimeReport("HDRclear");
9197 if (r_timereport_active)
9198 R_TimeReport("visibility");
9200 // only do secondary renders with HDR if r_hdr is 2 or higher
9201 r_waterstate.numwaterplanes = 0;
9202 if (r_waterstate.enabled)
9203 R_RenderWaterPlanes();
9205 r_refdef.view.showdebug = true;
9207 r_waterstate.numwaterplanes = 0;
9209 R_ResetViewRendering2D();
9211 R_Bloom_CopyHDRTexture();
9212 R_Bloom_MakeTexture();
9214 // restore the view settings
9215 r_waterstate.enabled = oldwaterstate;
9216 r_refdef.view.width = oldwidth;
9217 r_refdef.view.height = oldheight;
9218 r_refdef.view.colorscale = oldcolorscale;
9220 R_ResetViewRendering3D();
9222 R_ClearScreen(r_refdef.fogenabled);
9223 if (r_timereport_active)
9224 R_TimeReport("viewclear");
9227 static void R_BlendView(void)
9229 unsigned int permutation;
9230 float uservecs[4][4];
9232 switch (vid.renderpath)
9234 case RENDERPATH_GL20:
9235 case RENDERPATH_CGGL:
9236 case RENDERPATH_D3D9:
9237 case RENDERPATH_D3D10:
9238 case RENDERPATH_D3D11:
9240 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9241 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9242 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9243 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9244 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9246 if (r_bloomstate.texture_screen)
9248 // make sure the buffer is available
9249 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9251 R_ResetViewRendering2D();
9253 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9255 // declare variables
9257 static float avgspeed;
9259 speed = VectorLength(cl.movement_velocity);
9261 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9262 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9264 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9265 speed = bound(0, speed, 1);
9266 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9268 // calculate values into a standard alpha
9269 cl.motionbluralpha = 1 - exp(-
9271 (r_motionblur.value * speed / 80)
9273 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9276 max(0.0001, cl.time - cl.oldtime) // fps independent
9279 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9280 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9282 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9285 GL_Color(1, 1, 1, cl.motionbluralpha);
9286 switch(vid.renderpath)
9288 case RENDERPATH_GL11:
9289 case RENDERPATH_GL13:
9290 case RENDERPATH_GL20:
9291 case RENDERPATH_CGGL:
9292 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9294 case RENDERPATH_D3D9:
9295 case RENDERPATH_D3D10:
9296 case RENDERPATH_D3D11:
9297 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9300 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9301 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9302 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9306 // copy view into the screen texture
9307 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);
9308 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9310 else if (!r_bloomstate.texture_bloom)
9312 // we may still have to do view tint...
9313 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9315 // apply a color tint to the whole view
9316 R_ResetViewRendering2D();
9317 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9318 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9319 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9320 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9321 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9323 break; // no screen processing, no bloom, skip it
9326 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9328 // render simple bloom effect
9329 // copy the screen and shrink it and darken it for the bloom process
9330 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9331 // make the bloom texture
9332 R_Bloom_MakeTexture();
9335 #if _MSC_VER >= 1400
9336 #define sscanf sscanf_s
9338 memset(uservecs, 0, sizeof(uservecs));
9339 if (r_glsl_postprocess_uservec1_enable.integer)
9340 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9341 if (r_glsl_postprocess_uservec2_enable.integer)
9342 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9343 if (r_glsl_postprocess_uservec3_enable.integer)
9344 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9345 if (r_glsl_postprocess_uservec4_enable.integer)
9346 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9348 R_ResetViewRendering2D();
9349 GL_Color(1, 1, 1, 1);
9350 GL_BlendFunc(GL_ONE, GL_ZERO);
9352 switch(vid.renderpath)
9354 case RENDERPATH_GL20:
9355 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9356 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9357 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9358 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9359 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9360 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]);
9361 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9362 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]);
9363 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]);
9364 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]);
9365 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]);
9366 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9367 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9368 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9370 case RENDERPATH_CGGL:
9372 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9373 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9374 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9375 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9376 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9377 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
9378 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9379 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
9380 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
9381 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
9382 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
9383 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9384 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9385 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9388 case RENDERPATH_D3D9:
9390 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9391 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9392 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9393 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9394 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9395 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9396 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9397 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9398 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9399 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9400 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9401 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9402 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9403 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9404 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9407 case RENDERPATH_D3D10:
9408 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9410 case RENDERPATH_D3D11:
9411 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9416 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9417 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9419 case RENDERPATH_GL13:
9420 case RENDERPATH_GL11:
9421 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9423 // apply a color tint to the whole view
9424 R_ResetViewRendering2D();
9425 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9426 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9427 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9428 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9429 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9435 matrix4x4_t r_waterscrollmatrix;
9437 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9439 if (r_refdef.fog_density)
9441 r_refdef.fogcolor[0] = r_refdef.fog_red;
9442 r_refdef.fogcolor[1] = r_refdef.fog_green;
9443 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9445 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9446 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9447 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9448 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9452 VectorCopy(r_refdef.fogcolor, fogvec);
9453 // color.rgb *= ContrastBoost * SceneBrightness;
9454 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9455 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9456 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9457 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9462 void R_UpdateVariables(void)
9466 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9468 r_refdef.farclip = r_farclip_base.value;
9469 if (r_refdef.scene.worldmodel)
9470 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9471 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9473 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9474 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9475 r_refdef.polygonfactor = 0;
9476 r_refdef.polygonoffset = 0;
9477 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9478 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9480 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9481 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9482 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9483 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9484 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9485 if (FAKELIGHT_ENABLED)
9487 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9489 if (r_showsurfaces.integer)
9491 r_refdef.scene.rtworld = false;
9492 r_refdef.scene.rtworldshadows = false;
9493 r_refdef.scene.rtdlight = false;
9494 r_refdef.scene.rtdlightshadows = false;
9495 r_refdef.lightmapintensity = 0;
9498 if (gamemode == GAME_NEHAHRA)
9500 if (gl_fogenable.integer)
9502 r_refdef.oldgl_fogenable = true;
9503 r_refdef.fog_density = gl_fogdensity.value;
9504 r_refdef.fog_red = gl_fogred.value;
9505 r_refdef.fog_green = gl_foggreen.value;
9506 r_refdef.fog_blue = gl_fogblue.value;
9507 r_refdef.fog_alpha = 1;
9508 r_refdef.fog_start = 0;
9509 r_refdef.fog_end = gl_skyclip.value;
9510 r_refdef.fog_height = 1<<30;
9511 r_refdef.fog_fadedepth = 128;
9513 else if (r_refdef.oldgl_fogenable)
9515 r_refdef.oldgl_fogenable = false;
9516 r_refdef.fog_density = 0;
9517 r_refdef.fog_red = 0;
9518 r_refdef.fog_green = 0;
9519 r_refdef.fog_blue = 0;
9520 r_refdef.fog_alpha = 0;
9521 r_refdef.fog_start = 0;
9522 r_refdef.fog_end = 0;
9523 r_refdef.fog_height = 1<<30;
9524 r_refdef.fog_fadedepth = 128;
9528 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9529 r_refdef.fog_start = max(0, r_refdef.fog_start);
9530 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9532 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9534 if (r_refdef.fog_density && r_drawfog.integer)
9536 r_refdef.fogenabled = true;
9537 // this is the point where the fog reaches 0.9986 alpha, which we
9538 // consider a good enough cutoff point for the texture
9539 // (0.9986 * 256 == 255.6)
9540 if (r_fog_exp2.integer)
9541 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9543 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9544 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9545 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9546 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9547 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9548 R_BuildFogHeightTexture();
9549 // fog color was already set
9550 // update the fog texture
9551 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)
9552 R_BuildFogTexture();
9553 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9554 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9557 r_refdef.fogenabled = false;
9559 switch(vid.renderpath)
9561 case RENDERPATH_GL20:
9562 case RENDERPATH_CGGL:
9563 case RENDERPATH_D3D9:
9564 case RENDERPATH_D3D10:
9565 case RENDERPATH_D3D11:
9566 if(v_glslgamma.integer && !vid_gammatables_trivial)
9568 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9570 // build GLSL gamma texture
9571 #define RAMPWIDTH 256
9572 unsigned short ramp[RAMPWIDTH * 3];
9573 unsigned char rampbgr[RAMPWIDTH][4];
9576 r_texture_gammaramps_serial = vid_gammatables_serial;
9578 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9579 for(i = 0; i < RAMPWIDTH; ++i)
9581 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9582 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9583 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9586 if (r_texture_gammaramps)
9588 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9592 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9598 // remove GLSL gamma texture
9601 case RENDERPATH_GL13:
9602 case RENDERPATH_GL11:
9607 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9608 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9614 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9615 if( scenetype != r_currentscenetype ) {
9616 // store the old scenetype
9617 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9618 r_currentscenetype = scenetype;
9619 // move in the new scene
9620 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9629 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9631 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9632 if( scenetype == r_currentscenetype ) {
9633 return &r_refdef.scene;
9635 return &r_scenes_store[ scenetype ];
9644 void R_RenderView(void)
9646 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9647 if (r_timereport_active)
9648 R_TimeReport("start");
9649 r_textureframe++; // used only by R_GetCurrentTexture
9650 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9652 if(R_CompileShader_CheckStaticParms())
9655 if (!r_drawentities.integer)
9656 r_refdef.scene.numentities = 0;
9658 R_AnimCache_ClearCache();
9659 R_FrameData_NewFrame();
9661 /* adjust for stereo display */
9662 if(R_Stereo_Active())
9664 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9665 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9668 if (r_refdef.view.isoverlay)
9670 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9671 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9672 R_TimeReport("depthclear");
9674 r_refdef.view.showdebug = false;
9676 r_waterstate.enabled = false;
9677 r_waterstate.numwaterplanes = 0;
9681 r_refdef.view.matrix = originalmatrix;
9687 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9689 r_refdef.view.matrix = originalmatrix;
9690 return; //Host_Error ("R_RenderView: NULL worldmodel");
9693 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9695 R_RenderView_UpdateViewVectors();
9697 R_Shadow_UpdateWorldLightSelection();
9699 R_Bloom_StartFrame();
9700 R_Water_StartFrame();
9703 if (r_timereport_active)
9704 R_TimeReport("viewsetup");
9706 R_ResetViewRendering3D();
9708 if (r_refdef.view.clear || r_refdef.fogenabled)
9710 R_ClearScreen(r_refdef.fogenabled);
9711 if (r_timereport_active)
9712 R_TimeReport("viewclear");
9714 r_refdef.view.clear = true;
9716 // this produces a bloom texture to be used in R_BlendView() later
9717 if (r_hdr.integer && r_bloomstate.bloomwidth)
9719 R_HDR_RenderBloomTexture();
9720 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9721 r_textureframe++; // used only by R_GetCurrentTexture
9724 r_refdef.view.showdebug = true;
9727 if (r_timereport_active)
9728 R_TimeReport("visibility");
9730 r_waterstate.numwaterplanes = 0;
9731 if (r_waterstate.enabled)
9732 R_RenderWaterPlanes();
9735 r_waterstate.numwaterplanes = 0;
9738 if (r_timereport_active)
9739 R_TimeReport("blendview");
9741 GL_Scissor(0, 0, vid.width, vid.height);
9742 GL_ScissorTest(false);
9744 r_refdef.view.matrix = originalmatrix;
9749 void R_RenderWaterPlanes(void)
9751 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9753 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9754 if (r_timereport_active)
9755 R_TimeReport("waterworld");
9758 // don't let sound skip if going slow
9759 if (r_refdef.scene.extraupdate)
9762 R_DrawModelsAddWaterPlanes();
9763 if (r_timereport_active)
9764 R_TimeReport("watermodels");
9766 if (r_waterstate.numwaterplanes)
9768 R_Water_ProcessPlanes();
9769 if (r_timereport_active)
9770 R_TimeReport("waterscenes");
9774 extern void R_DrawLightningBeams (void);
9775 extern void VM_CL_AddPolygonsToMeshQueue (void);
9776 extern void R_DrawPortals (void);
9777 extern cvar_t cl_locs_show;
9778 static void R_DrawLocs(void);
9779 static void R_DrawEntityBBoxes(void);
9780 static void R_DrawModelDecals(void);
9781 extern void R_DrawModelShadows(void);
9782 extern void R_DrawModelShadowMaps(void);
9783 extern cvar_t cl_decals_newsystem;
9784 extern qboolean r_shadow_usingdeferredprepass;
9785 void R_RenderScene(void)
9787 qboolean shadowmapping = false;
9789 if (r_timereport_active)
9790 R_TimeReport("beginscene");
9792 r_refdef.stats.renders++;
9796 // don't let sound skip if going slow
9797 if (r_refdef.scene.extraupdate)
9800 R_MeshQueue_BeginScene();
9804 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);
9806 if (r_timereport_active)
9807 R_TimeReport("skystartframe");
9809 if (cl.csqc_vidvars.drawworld)
9811 // don't let sound skip if going slow
9812 if (r_refdef.scene.extraupdate)
9815 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9817 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9818 if (r_timereport_active)
9819 R_TimeReport("worldsky");
9822 if (R_DrawBrushModelsSky() && r_timereport_active)
9823 R_TimeReport("bmodelsky");
9825 if (skyrendermasked && skyrenderlater)
9827 // we have to force off the water clipping plane while rendering sky
9831 if (r_timereport_active)
9832 R_TimeReport("sky");
9836 R_AnimCache_CacheVisibleEntities();
9837 if (r_timereport_active)
9838 R_TimeReport("animation");
9840 R_Shadow_PrepareLights();
9841 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9842 R_Shadow_PrepareModelShadows();
9843 if (r_timereport_active)
9844 R_TimeReport("preparelights");
9846 if (R_Shadow_ShadowMappingEnabled())
9847 shadowmapping = true;
9849 if (r_shadow_usingdeferredprepass)
9850 R_Shadow_DrawPrepass();
9852 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9854 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9855 if (r_timereport_active)
9856 R_TimeReport("worlddepth");
9858 if (r_depthfirst.integer >= 2)
9860 R_DrawModelsDepth();
9861 if (r_timereport_active)
9862 R_TimeReport("modeldepth");
9865 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9867 R_DrawModelShadowMaps();
9868 R_ResetViewRendering3D();
9869 // don't let sound skip if going slow
9870 if (r_refdef.scene.extraupdate)
9874 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9876 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9877 if (r_timereport_active)
9878 R_TimeReport("world");
9881 // don't let sound skip if going slow
9882 if (r_refdef.scene.extraupdate)
9886 if (r_timereport_active)
9887 R_TimeReport("models");
9889 // don't let sound skip if going slow
9890 if (r_refdef.scene.extraupdate)
9893 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9895 R_DrawModelShadows();
9896 R_ResetViewRendering3D();
9897 // don't let sound skip if going slow
9898 if (r_refdef.scene.extraupdate)
9902 if (!r_shadow_usingdeferredprepass)
9904 R_Shadow_DrawLights();
9905 if (r_timereport_active)
9906 R_TimeReport("rtlights");
9909 // don't let sound skip if going slow
9910 if (r_refdef.scene.extraupdate)
9913 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9915 R_DrawModelShadows();
9916 R_ResetViewRendering3D();
9917 // don't let sound skip if going slow
9918 if (r_refdef.scene.extraupdate)
9922 if (cl.csqc_vidvars.drawworld)
9924 if (cl_decals_newsystem.integer)
9926 R_DrawModelDecals();
9927 if (r_timereport_active)
9928 R_TimeReport("modeldecals");
9933 if (r_timereport_active)
9934 R_TimeReport("decals");
9938 if (r_timereport_active)
9939 R_TimeReport("particles");
9942 if (r_timereport_active)
9943 R_TimeReport("explosions");
9945 R_DrawLightningBeams();
9946 if (r_timereport_active)
9947 R_TimeReport("lightning");
9950 VM_CL_AddPolygonsToMeshQueue();
9952 if (r_refdef.view.showdebug)
9954 if (cl_locs_show.integer)
9957 if (r_timereport_active)
9958 R_TimeReport("showlocs");
9961 if (r_drawportals.integer)
9964 if (r_timereport_active)
9965 R_TimeReport("portals");
9968 if (r_showbboxes.value > 0)
9970 R_DrawEntityBBoxes();
9971 if (r_timereport_active)
9972 R_TimeReport("bboxes");
9976 R_MeshQueue_RenderTransparent();
9977 if (r_timereport_active)
9978 R_TimeReport("drawtrans");
9980 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))
9982 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9983 if (r_timereport_active)
9984 R_TimeReport("worlddebug");
9985 R_DrawModelsDebug();
9986 if (r_timereport_active)
9987 R_TimeReport("modeldebug");
9990 if (cl.csqc_vidvars.drawworld)
9992 R_Shadow_DrawCoronas();
9993 if (r_timereport_active)
9994 R_TimeReport("coronas");
9999 GL_DepthTest(false);
10000 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10001 GL_Color(1, 1, 1, 1);
10002 qglBegin(GL_POLYGON);
10003 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10004 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10005 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10006 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10008 qglBegin(GL_POLYGON);
10009 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
10010 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
10011 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
10012 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
10014 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10018 // don't let sound skip if going slow
10019 if (r_refdef.scene.extraupdate)
10022 R_ResetViewRendering2D();
10025 static const unsigned short bboxelements[36] =
10035 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10038 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10040 RSurf_ActiveWorldEntity();
10042 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10043 GL_DepthMask(false);
10044 GL_DepthRange(0, 1);
10045 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10046 // R_Mesh_ResetTextureState();
10048 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10049 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10050 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10051 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10052 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10053 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10054 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10055 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10056 R_FillColors(color4f, 8, cr, cg, cb, ca);
10057 if (r_refdef.fogenabled)
10059 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10061 f1 = RSurf_FogVertex(v);
10063 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10064 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10065 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10068 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10069 R_Mesh_ResetTextureState();
10070 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10071 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10074 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10078 prvm_edict_t *edict;
10079 prvm_prog_t *prog_save = prog;
10081 // this function draws bounding boxes of server entities
10085 GL_CullFace(GL_NONE);
10086 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10090 for (i = 0;i < numsurfaces;i++)
10092 edict = PRVM_EDICT_NUM(surfacelist[i]);
10093 switch ((int)edict->fields.server->solid)
10095 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10096 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10097 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10098 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10099 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10100 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10102 color[3] *= r_showbboxes.value;
10103 color[3] = bound(0, color[3], 1);
10104 GL_DepthTest(!r_showdisabledepthtest.integer);
10105 GL_CullFace(r_refdef.view.cullface_front);
10106 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10112 static void R_DrawEntityBBoxes(void)
10115 prvm_edict_t *edict;
10117 prvm_prog_t *prog_save = prog;
10119 // this function draws bounding boxes of server entities
10125 for (i = 0;i < prog->num_edicts;i++)
10127 edict = PRVM_EDICT_NUM(i);
10128 if (edict->priv.server->free)
10130 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10131 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10133 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10135 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10136 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10142 static const int nomodelelement3i[24] =
10154 static const unsigned short nomodelelement3s[24] =
10166 static const float nomodelvertex3f[6*3] =
10176 static const float nomodelcolor4f[6*4] =
10178 0.0f, 0.0f, 0.5f, 1.0f,
10179 0.0f, 0.0f, 0.5f, 1.0f,
10180 0.0f, 0.5f, 0.0f, 1.0f,
10181 0.0f, 0.5f, 0.0f, 1.0f,
10182 0.5f, 0.0f, 0.0f, 1.0f,
10183 0.5f, 0.0f, 0.0f, 1.0f
10186 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10190 float color4f[6*4];
10192 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);
10194 // this is only called once per entity so numsurfaces is always 1, and
10195 // surfacelist is always {0}, so this code does not handle batches
10197 if (rsurface.ent_flags & RENDER_ADDITIVE)
10199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10200 GL_DepthMask(false);
10202 else if (rsurface.colormod[3] < 1)
10204 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10205 GL_DepthMask(false);
10209 GL_BlendFunc(GL_ONE, GL_ZERO);
10210 GL_DepthMask(true);
10212 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10213 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10214 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10215 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10216 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10217 for (i = 0, c = color4f;i < 6;i++, c += 4)
10219 c[0] *= rsurface.colormod[0];
10220 c[1] *= rsurface.colormod[1];
10221 c[2] *= rsurface.colormod[2];
10222 c[3] *= rsurface.colormod[3];
10224 if (r_refdef.fogenabled)
10226 for (i = 0, c = color4f;i < 6;i++, c += 4)
10228 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10230 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10231 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10232 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10235 // R_Mesh_ResetTextureState();
10236 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10237 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10238 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10241 void R_DrawNoModel(entity_render_t *ent)
10244 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10245 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10246 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10248 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10251 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10253 vec3_t right1, right2, diff, normal;
10255 VectorSubtract (org2, org1, normal);
10257 // calculate 'right' vector for start
10258 VectorSubtract (r_refdef.view.origin, org1, diff);
10259 CrossProduct (normal, diff, right1);
10260 VectorNormalize (right1);
10262 // calculate 'right' vector for end
10263 VectorSubtract (r_refdef.view.origin, org2, diff);
10264 CrossProduct (normal, diff, right2);
10265 VectorNormalize (right2);
10267 vert[ 0] = org1[0] + width * right1[0];
10268 vert[ 1] = org1[1] + width * right1[1];
10269 vert[ 2] = org1[2] + width * right1[2];
10270 vert[ 3] = org1[0] - width * right1[0];
10271 vert[ 4] = org1[1] - width * right1[1];
10272 vert[ 5] = org1[2] - width * right1[2];
10273 vert[ 6] = org2[0] - width * right2[0];
10274 vert[ 7] = org2[1] - width * right2[1];
10275 vert[ 8] = org2[2] - width * right2[2];
10276 vert[ 9] = org2[0] + width * right2[0];
10277 vert[10] = org2[1] + width * right2[1];
10278 vert[11] = org2[2] + width * right2[2];
10281 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)
10283 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10284 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10285 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10286 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10287 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10288 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10289 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10290 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10291 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10292 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10293 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10294 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10297 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10302 VectorSet(v, x, y, z);
10303 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10304 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10306 if (i == mesh->numvertices)
10308 if (mesh->numvertices < mesh->maxvertices)
10310 VectorCopy(v, vertex3f);
10311 mesh->numvertices++;
10313 return mesh->numvertices;
10319 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10322 int *e, element[3];
10323 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10324 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10325 e = mesh->element3i + mesh->numtriangles * 3;
10326 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10328 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10329 if (mesh->numtriangles < mesh->maxtriangles)
10334 mesh->numtriangles++;
10336 element[1] = element[2];
10340 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10343 int *e, element[3];
10344 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10345 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10346 e = mesh->element3i + mesh->numtriangles * 3;
10347 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10349 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10350 if (mesh->numtriangles < mesh->maxtriangles)
10355 mesh->numtriangles++;
10357 element[1] = element[2];
10361 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10362 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10364 int planenum, planenum2;
10367 mplane_t *plane, *plane2;
10369 double temppoints[2][256*3];
10370 // figure out how large a bounding box we need to properly compute this brush
10372 for (w = 0;w < numplanes;w++)
10373 maxdist = max(maxdist, fabs(planes[w].dist));
10374 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10375 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10376 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10380 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10381 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10383 if (planenum2 == planenum)
10385 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);
10388 if (tempnumpoints < 3)
10390 // generate elements forming a triangle fan for this polygon
10391 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10395 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)
10397 texturelayer_t *layer;
10398 layer = t->currentlayers + t->currentnumlayers++;
10399 layer->type = type;
10400 layer->depthmask = depthmask;
10401 layer->blendfunc1 = blendfunc1;
10402 layer->blendfunc2 = blendfunc2;
10403 layer->texture = texture;
10404 layer->texmatrix = *matrix;
10405 layer->color[0] = r;
10406 layer->color[1] = g;
10407 layer->color[2] = b;
10408 layer->color[3] = a;
10411 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10413 if(parms[0] == 0 && parms[1] == 0)
10415 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10416 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10421 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10424 index = parms[2] + r_refdef.scene.time * parms[3];
10425 index -= floor(index);
10426 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10429 case Q3WAVEFUNC_NONE:
10430 case Q3WAVEFUNC_NOISE:
10431 case Q3WAVEFUNC_COUNT:
10434 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10435 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10436 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10437 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10438 case Q3WAVEFUNC_TRIANGLE:
10440 f = index - floor(index);
10443 else if (index < 2)
10445 else if (index < 3)
10451 f = parms[0] + parms[1] * f;
10452 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10453 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10457 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10462 matrix4x4_t matrix, temp;
10463 switch(tcmod->tcmod)
10465 case Q3TCMOD_COUNT:
10467 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10468 matrix = r_waterscrollmatrix;
10470 matrix = identitymatrix;
10472 case Q3TCMOD_ENTITYTRANSLATE:
10473 // this is used in Q3 to allow the gamecode to control texcoord
10474 // scrolling on the entity, which is not supported in darkplaces yet.
10475 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10477 case Q3TCMOD_ROTATE:
10478 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10479 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10480 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10482 case Q3TCMOD_SCALE:
10483 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10485 case Q3TCMOD_SCROLL:
10486 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10488 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10489 w = (int) tcmod->parms[0];
10490 h = (int) tcmod->parms[1];
10491 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10493 idx = (int) floor(f * w * h);
10494 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10496 case Q3TCMOD_STRETCH:
10497 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10498 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10500 case Q3TCMOD_TRANSFORM:
10501 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10502 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10503 VectorSet(tcmat + 6, 0 , 0 , 1);
10504 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10505 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10507 case Q3TCMOD_TURBULENT:
10508 // this is handled in the RSurf_PrepareVertices function
10509 matrix = identitymatrix;
10513 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10516 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10518 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10519 char name[MAX_QPATH];
10520 skinframe_t *skinframe;
10521 unsigned char pixels[296*194];
10522 strlcpy(cache->name, skinname, sizeof(cache->name));
10523 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10524 if (developer_loading.integer)
10525 Con_Printf("loading %s\n", name);
10526 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10527 if (!skinframe || !skinframe->base)
10530 fs_offset_t filesize;
10532 f = FS_LoadFile(name, tempmempool, true, &filesize);
10535 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10536 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10540 cache->skinframe = skinframe;
10543 texture_t *R_GetCurrentTexture(texture_t *t)
10546 const entity_render_t *ent = rsurface.entity;
10547 dp_model_t *model = ent->model;
10548 q3shaderinfo_layer_tcmod_t *tcmod;
10550 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10551 return t->currentframe;
10552 t->update_lastrenderframe = r_textureframe;
10553 t->update_lastrenderentity = (void *)ent;
10555 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10556 t->camera_entity = ent->entitynumber;
10558 t->camera_entity = 0;
10560 // switch to an alternate material if this is a q1bsp animated material
10562 texture_t *texture = t;
10563 int s = rsurface.ent_skinnum;
10564 if ((unsigned int)s >= (unsigned int)model->numskins)
10566 if (model->skinscenes)
10568 if (model->skinscenes[s].framecount > 1)
10569 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10571 s = model->skinscenes[s].firstframe;
10574 t = t + s * model->num_surfaces;
10577 // use an alternate animation if the entity's frame is not 0,
10578 // and only if the texture has an alternate animation
10579 if (rsurface.ent_alttextures && t->anim_total[1])
10580 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10582 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10584 texture->currentframe = t;
10587 // update currentskinframe to be a qw skin or animation frame
10588 if (rsurface.ent_qwskin >= 0)
10590 i = rsurface.ent_qwskin;
10591 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10593 r_qwskincache_size = cl.maxclients;
10595 Mem_Free(r_qwskincache);
10596 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10598 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10599 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10600 t->currentskinframe = r_qwskincache[i].skinframe;
10601 if (t->currentskinframe == NULL)
10602 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10604 else if (t->numskinframes >= 2)
10605 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10606 if (t->backgroundnumskinframes >= 2)
10607 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10609 t->currentmaterialflags = t->basematerialflags;
10610 t->currentalpha = rsurface.colormod[3];
10611 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10612 t->currentalpha *= r_wateralpha.value;
10613 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10614 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10615 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10616 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10617 if (!(rsurface.ent_flags & RENDER_LIGHT))
10618 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10619 else if (FAKELIGHT_ENABLED)
10621 // no modellight if using fakelight for the map
10623 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10625 // pick a model lighting mode
10626 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10627 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10629 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10631 if (rsurface.ent_flags & RENDER_ADDITIVE)
10632 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10633 else if (t->currentalpha < 1)
10634 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10635 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10636 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10637 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10638 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10639 if (t->backgroundnumskinframes)
10640 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10641 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10643 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10644 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10647 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10648 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10649 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10651 // there is no tcmod
10652 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10654 t->currenttexmatrix = r_waterscrollmatrix;
10655 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10657 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10659 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10660 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10663 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10664 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10665 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10666 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10668 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10669 if (t->currentskinframe->qpixels)
10670 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10671 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10672 if (!t->basetexture)
10673 t->basetexture = r_texture_notexture;
10674 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10675 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10676 t->nmaptexture = t->currentskinframe->nmap;
10677 if (!t->nmaptexture)
10678 t->nmaptexture = r_texture_blanknormalmap;
10679 t->glosstexture = r_texture_black;
10680 t->glowtexture = t->currentskinframe->glow;
10681 t->fogtexture = t->currentskinframe->fog;
10682 t->reflectmasktexture = t->currentskinframe->reflect;
10683 if (t->backgroundnumskinframes)
10685 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10686 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10687 t->backgroundglosstexture = r_texture_black;
10688 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10689 if (!t->backgroundnmaptexture)
10690 t->backgroundnmaptexture = r_texture_blanknormalmap;
10694 t->backgroundbasetexture = r_texture_white;
10695 t->backgroundnmaptexture = r_texture_blanknormalmap;
10696 t->backgroundglosstexture = r_texture_black;
10697 t->backgroundglowtexture = NULL;
10699 t->specularpower = r_shadow_glossexponent.value;
10700 // TODO: store reference values for these in the texture?
10701 t->specularscale = 0;
10702 if (r_shadow_gloss.integer > 0)
10704 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10706 if (r_shadow_glossintensity.value > 0)
10708 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10709 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10710 t->specularscale = r_shadow_glossintensity.value;
10713 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10715 t->glosstexture = r_texture_white;
10716 t->backgroundglosstexture = r_texture_white;
10717 t->specularscale = r_shadow_gloss2intensity.value;
10718 t->specularpower = r_shadow_gloss2exponent.value;
10721 t->specularscale *= t->specularscalemod;
10722 t->specularpower *= t->specularpowermod;
10724 // lightmaps mode looks bad with dlights using actual texturing, so turn
10725 // off the colormap and glossmap, but leave the normalmap on as it still
10726 // accurately represents the shading involved
10727 if (gl_lightmaps.integer)
10729 t->basetexture = r_texture_grey128;
10730 t->pantstexture = r_texture_black;
10731 t->shirttexture = r_texture_black;
10732 t->nmaptexture = r_texture_blanknormalmap;
10733 t->glosstexture = r_texture_black;
10734 t->glowtexture = NULL;
10735 t->fogtexture = NULL;
10736 t->reflectmasktexture = NULL;
10737 t->backgroundbasetexture = NULL;
10738 t->backgroundnmaptexture = r_texture_blanknormalmap;
10739 t->backgroundglosstexture = r_texture_black;
10740 t->backgroundglowtexture = NULL;
10741 t->specularscale = 0;
10742 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10745 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10746 VectorClear(t->dlightcolor);
10747 t->currentnumlayers = 0;
10748 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10750 int blendfunc1, blendfunc2;
10751 qboolean depthmask;
10752 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10754 blendfunc1 = GL_SRC_ALPHA;
10755 blendfunc2 = GL_ONE;
10757 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10759 blendfunc1 = GL_SRC_ALPHA;
10760 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10762 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10764 blendfunc1 = t->customblendfunc[0];
10765 blendfunc2 = t->customblendfunc[1];
10769 blendfunc1 = GL_ONE;
10770 blendfunc2 = GL_ZERO;
10772 // don't colormod evilblend textures
10773 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10774 VectorSet(t->lightmapcolor, 1, 1, 1);
10775 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10776 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10778 // fullbright is not affected by r_refdef.lightmapintensity
10779 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]);
10780 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10781 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]);
10782 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10783 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]);
10787 vec3_t ambientcolor;
10789 // set the color tint used for lights affecting this surface
10790 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10792 // q3bsp has no lightmap updates, so the lightstylevalue that
10793 // would normally be baked into the lightmap must be
10794 // applied to the color
10795 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10796 if (model->type == mod_brushq3)
10797 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10798 colorscale *= r_refdef.lightmapintensity;
10799 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10800 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10801 // basic lit geometry
10802 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]);
10803 // add pants/shirt if needed
10804 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10805 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]);
10806 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10807 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]);
10808 // now add ambient passes if needed
10809 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10811 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]);
10812 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10813 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]);
10814 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10815 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]);
10818 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10819 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]);
10820 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10822 // if this is opaque use alpha blend which will darken the earlier
10825 // if this is an alpha blended material, all the earlier passes
10826 // were darkened by fog already, so we only need to add the fog
10827 // color ontop through the fog mask texture
10829 // if this is an additive blended material, all the earlier passes
10830 // were darkened by fog already, and we should not add fog color
10831 // (because the background was not darkened, there is no fog color
10832 // that was lost behind it).
10833 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]);
10837 return t->currentframe;
10840 rsurfacestate_t rsurface;
10842 void R_Mesh_ResizeArrays(int newvertices)
10844 unsigned char *base;
10846 if (rsurface.array_size >= newvertices)
10848 if (rsurface.array_base)
10849 Mem_Free(rsurface.array_base);
10850 rsurface.array_size = (newvertices + 1023) & ~1023;
10852 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10853 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10854 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10855 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10856 size += rsurface.array_size * sizeof(float[3]);
10857 size += rsurface.array_size * sizeof(float[3]);
10858 size += rsurface.array_size * sizeof(float[3]);
10859 size += rsurface.array_size * sizeof(float[3]);
10860 size += rsurface.array_size * sizeof(float[3]);
10861 size += rsurface.array_size * sizeof(float[3]);
10862 size += rsurface.array_size * sizeof(float[3]);
10863 size += rsurface.array_size * sizeof(float[3]);
10864 size += rsurface.array_size * sizeof(float[4]);
10865 size += rsurface.array_size * sizeof(float[2]);
10866 size += rsurface.array_size * sizeof(float[2]);
10867 size += rsurface.array_size * sizeof(float[4]);
10868 size += rsurface.array_size * sizeof(int[3]);
10869 size += rsurface.array_size * sizeof(unsigned short[3]);
10870 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10871 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10872 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10873 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10874 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10875 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10876 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10877 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10878 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10879 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10880 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10881 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10882 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10883 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10884 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10885 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10886 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10887 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10888 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10891 void RSurf_ActiveWorldEntity(void)
10894 dp_model_t *model = r_refdef.scene.worldmodel;
10895 //if (rsurface.entity == r_refdef.scene.worldentity)
10897 rsurface.entity = r_refdef.scene.worldentity;
10898 rsurface.skeleton = NULL;
10899 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10900 rsurface.ent_skinnum = 0;
10901 rsurface.ent_qwskin = -1;
10902 rsurface.ent_shadertime = 0;
10903 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10904 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10905 if (rsurface.array_size < newvertices)
10906 R_Mesh_ResizeArrays(newvertices);
10907 rsurface.matrix = identitymatrix;
10908 rsurface.inversematrix = identitymatrix;
10909 rsurface.matrixscale = 1;
10910 rsurface.inversematrixscale = 1;
10911 R_EntityMatrix(&identitymatrix);
10912 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10913 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10914 rsurface.fograngerecip = r_refdef.fograngerecip;
10915 rsurface.fogheightfade = r_refdef.fogheightfade;
10916 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10917 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10918 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10919 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10920 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10921 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10922 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10923 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10924 rsurface.colormod[3] = 1;
10925 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);
10926 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10927 rsurface.frameblend[0].lerp = 1;
10928 rsurface.ent_alttextures = false;
10929 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10930 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10931 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10932 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10933 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10934 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10935 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10936 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10937 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10938 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10939 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10940 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10941 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10942 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10943 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10944 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10945 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10946 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10947 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10948 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10949 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10950 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10951 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10952 rsurface.modelelement3i = model->surfmesh.data_element3i;
10953 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10954 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10955 rsurface.modelelement3s = model->surfmesh.data_element3s;
10956 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10957 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10958 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10959 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10960 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10961 rsurface.modelsurfaces = model->data_surfaces;
10962 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10963 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10964 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10965 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10966 rsurface.modelgeneratedvertex = false;
10967 rsurface.batchgeneratedvertex = false;
10968 rsurface.batchfirstvertex = 0;
10969 rsurface.batchnumvertices = 0;
10970 rsurface.batchfirsttriangle = 0;
10971 rsurface.batchnumtriangles = 0;
10972 rsurface.batchvertex3f = NULL;
10973 rsurface.batchvertex3f_vertexbuffer = NULL;
10974 rsurface.batchvertex3f_bufferoffset = 0;
10975 rsurface.batchsvector3f = NULL;
10976 rsurface.batchsvector3f_vertexbuffer = NULL;
10977 rsurface.batchsvector3f_bufferoffset = 0;
10978 rsurface.batchtvector3f = NULL;
10979 rsurface.batchtvector3f_vertexbuffer = NULL;
10980 rsurface.batchtvector3f_bufferoffset = 0;
10981 rsurface.batchnormal3f = NULL;
10982 rsurface.batchnormal3f_vertexbuffer = NULL;
10983 rsurface.batchnormal3f_bufferoffset = 0;
10984 rsurface.batchlightmapcolor4f = NULL;
10985 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10986 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10987 rsurface.batchtexcoordtexture2f = NULL;
10988 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10989 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10990 rsurface.batchtexcoordlightmap2f = NULL;
10991 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10992 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10993 rsurface.batchvertexmesh = NULL;
10994 rsurface.batchvertexmeshbuffer = NULL;
10995 rsurface.batchvertexposition = NULL;
10996 rsurface.batchvertexpositionbuffer = NULL;
10997 rsurface.batchelement3i = NULL;
10998 rsurface.batchelement3i_indexbuffer = NULL;
10999 rsurface.batchelement3i_bufferoffset = 0;
11000 rsurface.batchelement3s = NULL;
11001 rsurface.batchelement3s_indexbuffer = NULL;
11002 rsurface.batchelement3s_bufferoffset = 0;
11003 rsurface.passcolor4f = NULL;
11004 rsurface.passcolor4f_vertexbuffer = NULL;
11005 rsurface.passcolor4f_bufferoffset = 0;
11008 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11011 dp_model_t *model = ent->model;
11012 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11014 rsurface.entity = (entity_render_t *)ent;
11015 rsurface.skeleton = ent->skeleton;
11016 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11017 rsurface.ent_skinnum = ent->skinnum;
11018 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;
11019 rsurface.ent_shadertime = ent->shadertime;
11020 rsurface.ent_flags = ent->flags;
11021 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11022 if (rsurface.array_size < newvertices)
11023 R_Mesh_ResizeArrays(newvertices);
11024 rsurface.matrix = ent->matrix;
11025 rsurface.inversematrix = ent->inversematrix;
11026 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11027 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11028 R_EntityMatrix(&rsurface.matrix);
11029 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11030 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11031 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11032 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11033 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11034 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11035 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11036 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11037 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11038 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11039 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11040 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11041 rsurface.colormod[3] = ent->alpha;
11042 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11043 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11044 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11045 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11046 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11047 if (ent->model->brush.submodel && !prepass)
11049 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11050 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11052 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11054 if (ent->animcache_vertex3f && !r_framedata_failed)
11056 rsurface.modelvertex3f = ent->animcache_vertex3f;
11057 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11058 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11059 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11060 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11061 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11062 rsurface.modelvertexposition = ent->animcache_vertexposition;
11063 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11065 else if (wanttangents)
11067 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11068 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11069 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11070 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11071 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11072 rsurface.modelvertexmesh = NULL;
11073 rsurface.modelvertexmeshbuffer = NULL;
11074 rsurface.modelvertexposition = NULL;
11075 rsurface.modelvertexpositionbuffer = NULL;
11077 else if (wantnormals)
11079 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11080 rsurface.modelsvector3f = NULL;
11081 rsurface.modeltvector3f = NULL;
11082 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11083 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11084 rsurface.modelvertexmesh = NULL;
11085 rsurface.modelvertexmeshbuffer = NULL;
11086 rsurface.modelvertexposition = NULL;
11087 rsurface.modelvertexpositionbuffer = NULL;
11091 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11092 rsurface.modelsvector3f = NULL;
11093 rsurface.modeltvector3f = NULL;
11094 rsurface.modelnormal3f = NULL;
11095 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11096 rsurface.modelvertexmesh = NULL;
11097 rsurface.modelvertexmeshbuffer = NULL;
11098 rsurface.modelvertexposition = NULL;
11099 rsurface.modelvertexpositionbuffer = NULL;
11101 rsurface.modelvertex3f_vertexbuffer = 0;
11102 rsurface.modelvertex3f_bufferoffset = 0;
11103 rsurface.modelsvector3f_vertexbuffer = 0;
11104 rsurface.modelsvector3f_bufferoffset = 0;
11105 rsurface.modeltvector3f_vertexbuffer = 0;
11106 rsurface.modeltvector3f_bufferoffset = 0;
11107 rsurface.modelnormal3f_vertexbuffer = 0;
11108 rsurface.modelnormal3f_bufferoffset = 0;
11109 rsurface.modelgeneratedvertex = true;
11113 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11114 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11115 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11116 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11117 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11118 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11119 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11120 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11121 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11122 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11123 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11124 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11125 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11126 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11127 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11128 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11129 rsurface.modelgeneratedvertex = false;
11131 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11132 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11133 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11134 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11135 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11136 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11137 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11138 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11139 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11140 rsurface.modelelement3i = model->surfmesh.data_element3i;
11141 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11142 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11143 rsurface.modelelement3s = model->surfmesh.data_element3s;
11144 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11145 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11146 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11147 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11148 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11149 rsurface.modelsurfaces = model->data_surfaces;
11150 rsurface.batchgeneratedvertex = false;
11151 rsurface.batchfirstvertex = 0;
11152 rsurface.batchnumvertices = 0;
11153 rsurface.batchfirsttriangle = 0;
11154 rsurface.batchnumtriangles = 0;
11155 rsurface.batchvertex3f = NULL;
11156 rsurface.batchvertex3f_vertexbuffer = NULL;
11157 rsurface.batchvertex3f_bufferoffset = 0;
11158 rsurface.batchsvector3f = NULL;
11159 rsurface.batchsvector3f_vertexbuffer = NULL;
11160 rsurface.batchsvector3f_bufferoffset = 0;
11161 rsurface.batchtvector3f = NULL;
11162 rsurface.batchtvector3f_vertexbuffer = NULL;
11163 rsurface.batchtvector3f_bufferoffset = 0;
11164 rsurface.batchnormal3f = NULL;
11165 rsurface.batchnormal3f_vertexbuffer = NULL;
11166 rsurface.batchnormal3f_bufferoffset = 0;
11167 rsurface.batchlightmapcolor4f = NULL;
11168 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11169 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11170 rsurface.batchtexcoordtexture2f = NULL;
11171 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11172 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11173 rsurface.batchtexcoordlightmap2f = NULL;
11174 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11175 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11176 rsurface.batchvertexmesh = NULL;
11177 rsurface.batchvertexmeshbuffer = NULL;
11178 rsurface.batchvertexposition = NULL;
11179 rsurface.batchvertexpositionbuffer = NULL;
11180 rsurface.batchelement3i = NULL;
11181 rsurface.batchelement3i_indexbuffer = NULL;
11182 rsurface.batchelement3i_bufferoffset = 0;
11183 rsurface.batchelement3s = NULL;
11184 rsurface.batchelement3s_indexbuffer = NULL;
11185 rsurface.batchelement3s_bufferoffset = 0;
11186 rsurface.passcolor4f = NULL;
11187 rsurface.passcolor4f_vertexbuffer = NULL;
11188 rsurface.passcolor4f_bufferoffset = 0;
11191 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)
11195 rsurface.entity = r_refdef.scene.worldentity;
11196 rsurface.skeleton = NULL;
11197 rsurface.ent_skinnum = 0;
11198 rsurface.ent_qwskin = -1;
11199 rsurface.ent_shadertime = shadertime;
11200 rsurface.ent_flags = entflags;
11201 rsurface.modelnumvertices = numvertices;
11202 rsurface.modelnumtriangles = numtriangles;
11203 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11204 if (rsurface.array_size < newvertices)
11205 R_Mesh_ResizeArrays(newvertices);
11206 rsurface.matrix = *matrix;
11207 rsurface.inversematrix = *inversematrix;
11208 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11209 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11210 R_EntityMatrix(&rsurface.matrix);
11211 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11212 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11213 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11214 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11215 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11216 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11217 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11218 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11219 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11220 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11221 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11222 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11223 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);
11224 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11225 rsurface.frameblend[0].lerp = 1;
11226 rsurface.ent_alttextures = false;
11227 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11228 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11231 rsurface.modelvertex3f = vertex3f;
11232 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11233 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11234 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11236 else if (wantnormals)
11238 rsurface.modelvertex3f = vertex3f;
11239 rsurface.modelsvector3f = NULL;
11240 rsurface.modeltvector3f = NULL;
11241 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11245 rsurface.modelvertex3f = vertex3f;
11246 rsurface.modelsvector3f = NULL;
11247 rsurface.modeltvector3f = NULL;
11248 rsurface.modelnormal3f = NULL;
11250 rsurface.modelvertexmesh = NULL;
11251 rsurface.modelvertexmeshbuffer = NULL;
11252 rsurface.modelvertexposition = NULL;
11253 rsurface.modelvertexpositionbuffer = NULL;
11254 rsurface.modelvertex3f_vertexbuffer = 0;
11255 rsurface.modelvertex3f_bufferoffset = 0;
11256 rsurface.modelsvector3f_vertexbuffer = 0;
11257 rsurface.modelsvector3f_bufferoffset = 0;
11258 rsurface.modeltvector3f_vertexbuffer = 0;
11259 rsurface.modeltvector3f_bufferoffset = 0;
11260 rsurface.modelnormal3f_vertexbuffer = 0;
11261 rsurface.modelnormal3f_bufferoffset = 0;
11262 rsurface.modelgeneratedvertex = true;
11263 rsurface.modellightmapcolor4f = color4f;
11264 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11265 rsurface.modellightmapcolor4f_bufferoffset = 0;
11266 rsurface.modeltexcoordtexture2f = texcoord2f;
11267 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11268 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11269 rsurface.modeltexcoordlightmap2f = NULL;
11270 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11271 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11272 rsurface.modelelement3i = element3i;
11273 rsurface.modelelement3i_indexbuffer = NULL;
11274 rsurface.modelelement3i_bufferoffset = 0;
11275 rsurface.modelelement3s = element3s;
11276 rsurface.modelelement3s_indexbuffer = NULL;
11277 rsurface.modelelement3s_bufferoffset = 0;
11278 rsurface.modellightmapoffsets = NULL;
11279 rsurface.modelsurfaces = NULL;
11280 rsurface.batchgeneratedvertex = false;
11281 rsurface.batchfirstvertex = 0;
11282 rsurface.batchnumvertices = 0;
11283 rsurface.batchfirsttriangle = 0;
11284 rsurface.batchnumtriangles = 0;
11285 rsurface.batchvertex3f = NULL;
11286 rsurface.batchvertex3f_vertexbuffer = NULL;
11287 rsurface.batchvertex3f_bufferoffset = 0;
11288 rsurface.batchsvector3f = NULL;
11289 rsurface.batchsvector3f_vertexbuffer = NULL;
11290 rsurface.batchsvector3f_bufferoffset = 0;
11291 rsurface.batchtvector3f = NULL;
11292 rsurface.batchtvector3f_vertexbuffer = NULL;
11293 rsurface.batchtvector3f_bufferoffset = 0;
11294 rsurface.batchnormal3f = NULL;
11295 rsurface.batchnormal3f_vertexbuffer = NULL;
11296 rsurface.batchnormal3f_bufferoffset = 0;
11297 rsurface.batchlightmapcolor4f = NULL;
11298 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11299 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11300 rsurface.batchtexcoordtexture2f = NULL;
11301 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11302 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11303 rsurface.batchtexcoordlightmap2f = NULL;
11304 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11305 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11306 rsurface.batchvertexmesh = NULL;
11307 rsurface.batchvertexmeshbuffer = NULL;
11308 rsurface.batchvertexposition = NULL;
11309 rsurface.batchvertexpositionbuffer = NULL;
11310 rsurface.batchelement3i = NULL;
11311 rsurface.batchelement3i_indexbuffer = NULL;
11312 rsurface.batchelement3i_bufferoffset = 0;
11313 rsurface.batchelement3s = NULL;
11314 rsurface.batchelement3s_indexbuffer = NULL;
11315 rsurface.batchelement3s_bufferoffset = 0;
11316 rsurface.passcolor4f = NULL;
11317 rsurface.passcolor4f_vertexbuffer = NULL;
11318 rsurface.passcolor4f_bufferoffset = 0;
11320 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11322 if ((wantnormals || wanttangents) && !normal3f)
11324 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11325 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11327 if (wanttangents && !svector3f)
11329 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11330 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11331 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11336 float RSurf_FogPoint(const float *v)
11338 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11339 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11340 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11341 float FogHeightFade = r_refdef.fogheightfade;
11343 unsigned int fogmasktableindex;
11344 if (r_refdef.fogplaneviewabove)
11345 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11347 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11348 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11349 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11352 float RSurf_FogVertex(const float *v)
11354 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11355 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11356 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11357 float FogHeightFade = rsurface.fogheightfade;
11359 unsigned int fogmasktableindex;
11360 if (r_refdef.fogplaneviewabove)
11361 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11363 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11364 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11365 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11368 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11371 for (i = 0;i < numelements;i++)
11372 outelement3i[i] = inelement3i[i] + adjust;
11375 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11376 extern cvar_t gl_vbo;
11377 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11385 int surfacefirsttriangle;
11386 int surfacenumtriangles;
11387 int surfacefirstvertex;
11388 int surfaceendvertex;
11389 int surfacenumvertices;
11393 qboolean dynamicvertex;
11397 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11398 float waveparms[4];
11399 q3shaderinfo_deform_t *deform;
11400 const msurface_t *surface, *firstsurface;
11401 r_vertexposition_t *vertexposition;
11402 r_vertexmesh_t *vertexmesh;
11403 if (!texturenumsurfaces)
11405 // find vertex range of this surface batch
11407 firstsurface = texturesurfacelist[0];
11408 firsttriangle = firstsurface->num_firsttriangle;
11410 firstvertex = endvertex = firstsurface->num_firstvertex;
11411 for (i = 0;i < texturenumsurfaces;i++)
11413 surface = texturesurfacelist[i];
11414 if (surface != firstsurface + i)
11416 surfacefirstvertex = surface->num_firstvertex;
11417 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11418 surfacenumtriangles = surface->num_triangles;
11419 if (firstvertex > surfacefirstvertex)
11420 firstvertex = surfacefirstvertex;
11421 if (endvertex < surfaceendvertex)
11422 endvertex = surfaceendvertex;
11423 numtriangles += surfacenumtriangles;
11426 // we now know the vertex range used, and if there are any gaps in it
11427 rsurface.batchfirstvertex = firstvertex;
11428 rsurface.batchnumvertices = endvertex - firstvertex;
11429 rsurface.batchfirsttriangle = firsttriangle;
11430 rsurface.batchnumtriangles = numtriangles;
11432 // this variable holds flags for which properties have been updated that
11433 // may require regenerating vertexmesh or vertexposition arrays...
11436 // check if any dynamic vertex processing must occur
11437 dynamicvertex = false;
11439 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11440 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11441 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11443 switch (deform->deform)
11446 case Q3DEFORM_PROJECTIONSHADOW:
11447 case Q3DEFORM_TEXT0:
11448 case Q3DEFORM_TEXT1:
11449 case Q3DEFORM_TEXT2:
11450 case Q3DEFORM_TEXT3:
11451 case Q3DEFORM_TEXT4:
11452 case Q3DEFORM_TEXT5:
11453 case Q3DEFORM_TEXT6:
11454 case Q3DEFORM_TEXT7:
11455 case Q3DEFORM_NONE:
11457 case Q3DEFORM_AUTOSPRITE:
11458 dynamicvertex = true;
11459 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11460 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11462 case Q3DEFORM_AUTOSPRITE2:
11463 dynamicvertex = true;
11464 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11465 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11467 case Q3DEFORM_NORMAL:
11468 dynamicvertex = true;
11469 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11470 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11472 case Q3DEFORM_WAVE:
11473 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11474 break; // if wavefunc is a nop, ignore this transform
11475 dynamicvertex = true;
11476 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11477 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11479 case Q3DEFORM_BULGE:
11480 dynamicvertex = true;
11481 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11482 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11484 case Q3DEFORM_MOVE:
11485 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11486 break; // if wavefunc is a nop, ignore this transform
11487 dynamicvertex = true;
11488 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11489 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11493 switch(rsurface.texture->tcgen.tcgen)
11496 case Q3TCGEN_TEXTURE:
11498 case Q3TCGEN_LIGHTMAP:
11499 dynamicvertex = true;
11500 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11501 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11503 case Q3TCGEN_VECTOR:
11504 dynamicvertex = true;
11505 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11506 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11508 case Q3TCGEN_ENVIRONMENT:
11509 dynamicvertex = true;
11510 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11511 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11514 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11516 dynamicvertex = true;
11517 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11518 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11521 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11523 dynamicvertex = true;
11524 batchneed |= BATCHNEED_NOGAPS;
11525 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11528 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11530 dynamicvertex = true;
11531 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11532 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11535 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11537 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11538 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11539 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11540 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11541 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11542 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11543 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11546 // when the model data has no vertex buffer (dynamic mesh), we need to
11548 if (!rsurface.modelvertexmeshbuffer)
11549 batchneed |= BATCHNEED_NOGAPS;
11551 // if needsupdate, we have to do a dynamic vertex batch for sure
11552 if (needsupdate & batchneed)
11553 dynamicvertex = true;
11555 // see if we need to build vertexmesh from arrays
11556 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11557 dynamicvertex = true;
11559 // see if we need to build vertexposition from arrays
11560 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11561 dynamicvertex = true;
11563 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11564 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11565 dynamicvertex = true;
11567 // if there is a chance of animated vertex colors, it's a dynamic batch
11568 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11569 dynamicvertex = true;
11571 rsurface.batchvertex3f = rsurface.modelvertex3f;
11572 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11573 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11574 rsurface.batchsvector3f = rsurface.modelsvector3f;
11575 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11576 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11577 rsurface.batchtvector3f = rsurface.modeltvector3f;
11578 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11579 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11580 rsurface.batchnormal3f = rsurface.modelnormal3f;
11581 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11582 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11583 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11584 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11585 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11586 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11587 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11588 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11589 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11590 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11591 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11592 rsurface.batchvertexposition = rsurface.modelvertexposition;
11593 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11594 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11595 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11596 rsurface.batchelement3i = rsurface.modelelement3i;
11597 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11598 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11599 rsurface.batchelement3s = rsurface.modelelement3s;
11600 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11601 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11603 // if any dynamic vertex processing has to occur in software, we copy the
11604 // entire surface list together before processing to rebase the vertices
11605 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11607 // if any gaps exist and we do not have a static vertex buffer, we have to
11608 // copy the surface list together to avoid wasting upload bandwidth on the
11609 // vertices in the gaps.
11611 // if gaps exist and we have a static vertex buffer, we still have to
11612 // combine the index buffer ranges into one dynamic index buffer.
11614 // in all cases we end up with data that can be drawn in one call.
11616 if (!dynamicvertex)
11618 // static vertex data, just set pointers...
11619 rsurface.batchgeneratedvertex = false;
11620 // if there are gaps, we want to build a combined index buffer,
11621 // otherwise use the original static buffer with an appropriate offset
11626 for (i = 0;i < texturenumsurfaces;i++)
11628 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11629 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11630 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11631 numtriangles += surfacenumtriangles;
11633 rsurface.batchelement3i = rsurface.array_batchelement3i;
11634 rsurface.batchelement3i_indexbuffer = NULL;
11635 rsurface.batchelement3i_bufferoffset = 0;
11636 rsurface.batchelement3s = NULL;
11637 rsurface.batchelement3s_indexbuffer = NULL;
11638 rsurface.batchelement3s_bufferoffset = 0;
11639 if (endvertex <= 65536)
11641 rsurface.batchelement3s = rsurface.array_batchelement3s;
11642 for (i = 0;i < numtriangles*3;i++)
11643 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11645 rsurface.batchfirsttriangle = firsttriangle;
11646 rsurface.batchnumtriangles = numtriangles;
11651 // something needs software processing, do it for real...
11652 // we only directly handle interleaved array data in this case...
11653 rsurface.batchgeneratedvertex = true;
11655 // now copy the vertex data into a combined array and make an index array
11656 // (this is what Quake3 does all the time)
11657 //if (gaps || rsurface.batchfirstvertex)
11659 rsurface.batchvertexposition = NULL;
11660 rsurface.batchvertexpositionbuffer = NULL;
11661 rsurface.batchvertexmesh = NULL;
11662 rsurface.batchvertexmeshbuffer = NULL;
11663 rsurface.batchvertex3f = NULL;
11664 rsurface.batchvertex3f_vertexbuffer = NULL;
11665 rsurface.batchvertex3f_bufferoffset = 0;
11666 rsurface.batchsvector3f = NULL;
11667 rsurface.batchsvector3f_vertexbuffer = NULL;
11668 rsurface.batchsvector3f_bufferoffset = 0;
11669 rsurface.batchtvector3f = NULL;
11670 rsurface.batchtvector3f_vertexbuffer = NULL;
11671 rsurface.batchtvector3f_bufferoffset = 0;
11672 rsurface.batchnormal3f = NULL;
11673 rsurface.batchnormal3f_vertexbuffer = NULL;
11674 rsurface.batchnormal3f_bufferoffset = 0;
11675 rsurface.batchlightmapcolor4f = NULL;
11676 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11677 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11678 rsurface.batchtexcoordtexture2f = NULL;
11679 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11680 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11681 rsurface.batchtexcoordlightmap2f = NULL;
11682 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11683 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11684 rsurface.batchelement3i = rsurface.array_batchelement3i;
11685 rsurface.batchelement3i_indexbuffer = NULL;
11686 rsurface.batchelement3i_bufferoffset = 0;
11687 rsurface.batchelement3s = NULL;
11688 rsurface.batchelement3s_indexbuffer = NULL;
11689 rsurface.batchelement3s_bufferoffset = 0;
11690 // we'll only be setting up certain arrays as needed
11691 if (batchneed & BATCHNEED_VERTEXPOSITION)
11692 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11693 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11694 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11695 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11696 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11697 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11698 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11699 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11701 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11702 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11704 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11705 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11706 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11707 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11708 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11709 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11712 for (i = 0;i < texturenumsurfaces;i++)
11714 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11715 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11716 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11717 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11718 // copy only the data requested
11719 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11720 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11721 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11722 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11723 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11725 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11726 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11727 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11728 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11729 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11731 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11732 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11734 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11735 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11736 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11737 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11738 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11739 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11741 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11742 numvertices += surfacenumvertices;
11743 numtriangles += surfacenumtriangles;
11746 // generate a 16bit index array as well if possible
11747 // (in general, dynamic batches fit)
11748 if (numvertices <= 65536)
11750 rsurface.batchelement3s = rsurface.array_batchelement3s;
11751 for (i = 0;i < numtriangles*3;i++)
11752 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11755 // since we've copied everything, the batch now starts at 0
11756 rsurface.batchfirstvertex = 0;
11757 rsurface.batchnumvertices = numvertices;
11758 rsurface.batchfirsttriangle = 0;
11759 rsurface.batchnumtriangles = numtriangles;
11762 // q1bsp surfaces rendered in vertex color mode have to have colors
11763 // calculated based on lightstyles
11764 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11766 // generate color arrays for the surfaces in this list
11770 const int *offsets;
11771 const unsigned char *lm;
11773 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11774 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11775 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11776 for (i = 0;i < texturenumsurfaces;i++)
11778 surface = texturesurfacelist[i];
11779 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11780 surfacenumvertices = surface->num_vertices;
11781 if (surface->lightmapinfo->samples)
11783 for (j = 0;j < surfacenumvertices;j++)
11785 lm = surface->lightmapinfo->samples + offsets[j];
11786 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11787 VectorScale(lm, scale, c);
11788 if (surface->lightmapinfo->styles[1] != 255)
11790 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11792 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11793 VectorMA(c, scale, lm, c);
11794 if (surface->lightmapinfo->styles[2] != 255)
11797 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11798 VectorMA(c, scale, lm, c);
11799 if (surface->lightmapinfo->styles[3] != 255)
11802 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11803 VectorMA(c, scale, lm, c);
11810 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11816 for (j = 0;j < surfacenumvertices;j++)
11818 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11825 // if vertices are deformed (sprite flares and things in maps, possibly
11826 // water waves, bulges and other deformations), modify the copied vertices
11828 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11830 switch (deform->deform)
11833 case Q3DEFORM_PROJECTIONSHADOW:
11834 case Q3DEFORM_TEXT0:
11835 case Q3DEFORM_TEXT1:
11836 case Q3DEFORM_TEXT2:
11837 case Q3DEFORM_TEXT3:
11838 case Q3DEFORM_TEXT4:
11839 case Q3DEFORM_TEXT5:
11840 case Q3DEFORM_TEXT6:
11841 case Q3DEFORM_TEXT7:
11842 case Q3DEFORM_NONE:
11844 case Q3DEFORM_AUTOSPRITE:
11845 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11846 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11847 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11848 VectorNormalize(newforward);
11849 VectorNormalize(newright);
11850 VectorNormalize(newup);
11851 // a single autosprite surface can contain multiple sprites...
11852 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11854 VectorClear(center);
11855 for (i = 0;i < 4;i++)
11856 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11857 VectorScale(center, 0.25f, center);
11858 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11859 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11860 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11861 for (i = 0;i < 4;i++)
11863 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11864 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11867 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11868 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11869 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
11870 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11871 rsurface.batchvertex3f_vertexbuffer = NULL;
11872 rsurface.batchvertex3f_bufferoffset = 0;
11873 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11874 rsurface.batchsvector3f_vertexbuffer = NULL;
11875 rsurface.batchsvector3f_bufferoffset = 0;
11876 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11877 rsurface.batchtvector3f_vertexbuffer = NULL;
11878 rsurface.batchtvector3f_bufferoffset = 0;
11879 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11880 rsurface.batchnormal3f_vertexbuffer = NULL;
11881 rsurface.batchnormal3f_bufferoffset = 0;
11883 case Q3DEFORM_AUTOSPRITE2:
11884 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11885 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11886 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11887 VectorNormalize(newforward);
11888 VectorNormalize(newright);
11889 VectorNormalize(newup);
11891 const float *v1, *v2;
11901 memset(shortest, 0, sizeof(shortest));
11902 // a single autosprite surface can contain multiple sprites...
11903 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11905 VectorClear(center);
11906 for (i = 0;i < 4;i++)
11907 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11908 VectorScale(center, 0.25f, center);
11909 // find the two shortest edges, then use them to define the
11910 // axis vectors for rotating around the central axis
11911 for (i = 0;i < 6;i++)
11913 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11914 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11915 l = VectorDistance2(v1, v2);
11916 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11917 if (v1[2] != v2[2])
11918 l += (1.0f / 1024.0f);
11919 if (shortest[0].length2 > l || i == 0)
11921 shortest[1] = shortest[0];
11922 shortest[0].length2 = l;
11923 shortest[0].v1 = v1;
11924 shortest[0].v2 = v2;
11926 else if (shortest[1].length2 > l || i == 1)
11928 shortest[1].length2 = l;
11929 shortest[1].v1 = v1;
11930 shortest[1].v2 = v2;
11933 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11934 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11935 // this calculates the right vector from the shortest edge
11936 // and the up vector from the edge midpoints
11937 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11938 VectorNormalize(right);
11939 VectorSubtract(end, start, up);
11940 VectorNormalize(up);
11941 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11942 VectorSubtract(rsurface.localvieworigin, center, forward);
11943 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11944 VectorNegate(forward, forward);
11945 VectorReflect(forward, 0, up, forward);
11946 VectorNormalize(forward);
11947 CrossProduct(up, forward, newright);
11948 VectorNormalize(newright);
11949 // rotate the quad around the up axis vector, this is made
11950 // especially easy by the fact we know the quad is flat,
11951 // so we only have to subtract the center position and
11952 // measure distance along the right vector, and then
11953 // multiply that by the newright vector and add back the
11955 // we also need to subtract the old position to undo the
11956 // displacement from the center, which we do with a
11957 // DotProduct, the subtraction/addition of center is also
11958 // optimized into DotProducts here
11959 l = DotProduct(right, center);
11960 for (i = 0;i < 4;i++)
11962 v1 = rsurface.batchvertex3f + 3*(j+i);
11963 f = DotProduct(right, v1) - l;
11964 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11968 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11969 rsurface.batchvertex3f_vertexbuffer = NULL;
11970 rsurface.batchvertex3f_bufferoffset = 0;
11971 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11973 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11974 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11975 rsurface.batchnormal3f_vertexbuffer = NULL;
11976 rsurface.batchnormal3f_bufferoffset = 0;
11978 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11980 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
11981 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11982 rsurface.batchsvector3f_vertexbuffer = NULL;
11983 rsurface.batchsvector3f_bufferoffset = 0;
11984 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11985 rsurface.batchtvector3f_vertexbuffer = NULL;
11986 rsurface.batchtvector3f_bufferoffset = 0;
11989 case Q3DEFORM_NORMAL:
11990 // deform the normals to make reflections wavey
11991 for (j = 0;j < rsurface.batchnumvertices;j++)
11994 float *normal = rsurface.array_batchnormal3f + 3*j;
11995 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11996 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11997 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11998 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11999 VectorNormalize(normal);
12001 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12002 rsurface.batchnormal3f_vertexbuffer = NULL;
12003 rsurface.batchnormal3f_bufferoffset = 0;
12004 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12006 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12007 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12008 rsurface.batchsvector3f_vertexbuffer = NULL;
12009 rsurface.batchsvector3f_bufferoffset = 0;
12010 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12011 rsurface.batchtvector3f_vertexbuffer = NULL;
12012 rsurface.batchtvector3f_bufferoffset = 0;
12015 case Q3DEFORM_WAVE:
12016 // deform vertex array to make wavey water and flags and such
12017 waveparms[0] = deform->waveparms[0];
12018 waveparms[1] = deform->waveparms[1];
12019 waveparms[2] = deform->waveparms[2];
12020 waveparms[3] = deform->waveparms[3];
12021 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12022 break; // if wavefunc is a nop, don't make a dynamic vertex array
12023 // this is how a divisor of vertex influence on deformation
12024 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12025 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12026 for (j = 0;j < rsurface.batchnumvertices;j++)
12028 // if the wavefunc depends on time, evaluate it per-vertex
12031 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12032 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12034 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12036 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12037 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12038 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12039 rsurface.batchvertex3f_vertexbuffer = NULL;
12040 rsurface.batchvertex3f_bufferoffset = 0;
12041 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12042 rsurface.batchnormal3f_vertexbuffer = NULL;
12043 rsurface.batchnormal3f_bufferoffset = 0;
12044 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12046 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12047 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12048 rsurface.batchsvector3f_vertexbuffer = NULL;
12049 rsurface.batchsvector3f_bufferoffset = 0;
12050 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12051 rsurface.batchtvector3f_vertexbuffer = NULL;
12052 rsurface.batchtvector3f_bufferoffset = 0;
12055 case Q3DEFORM_BULGE:
12056 // deform vertex array to make the surface have moving bulges
12057 for (j = 0;j < rsurface.batchnumvertices;j++)
12059 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12060 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12062 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12063 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12064 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12065 rsurface.batchvertex3f_vertexbuffer = NULL;
12066 rsurface.batchvertex3f_bufferoffset = 0;
12067 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12068 rsurface.batchnormal3f_vertexbuffer = NULL;
12069 rsurface.batchnormal3f_bufferoffset = 0;
12070 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12072 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
12073 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12074 rsurface.batchsvector3f_vertexbuffer = NULL;
12075 rsurface.batchsvector3f_bufferoffset = 0;
12076 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12077 rsurface.batchtvector3f_vertexbuffer = NULL;
12078 rsurface.batchtvector3f_bufferoffset = 0;
12081 case Q3DEFORM_MOVE:
12082 // deform vertex array
12083 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12084 break; // if wavefunc is a nop, don't make a dynamic vertex array
12085 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12086 VectorScale(deform->parms, scale, waveparms);
12087 for (j = 0;j < rsurface.batchnumvertices;j++)
12088 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12089 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12090 rsurface.batchvertex3f_vertexbuffer = NULL;
12091 rsurface.batchvertex3f_bufferoffset = 0;
12096 // generate texcoords based on the chosen texcoord source
12097 switch(rsurface.texture->tcgen.tcgen)
12100 case Q3TCGEN_TEXTURE:
12102 case Q3TCGEN_LIGHTMAP:
12103 if (rsurface.batchtexcoordlightmap2f)
12104 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12105 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12106 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12107 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12109 case Q3TCGEN_VECTOR:
12110 for (j = 0;j < rsurface.batchnumvertices;j++)
12112 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12113 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12115 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12116 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12117 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12119 case Q3TCGEN_ENVIRONMENT:
12120 // make environment reflections using a spheremap
12121 for (j = 0;j < rsurface.batchnumvertices;j++)
12123 // identical to Q3A's method, but executed in worldspace so
12124 // carried models can be shiny too
12126 float viewer[3], d, reflected[3], worldreflected[3];
12128 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12129 // VectorNormalize(viewer);
12131 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12133 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12134 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12135 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12136 // note: this is proportinal to viewer, so we can normalize later
12138 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12139 VectorNormalize(worldreflected);
12141 // note: this sphere map only uses world x and z!
12142 // so positive and negative y will LOOK THE SAME.
12143 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12144 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12146 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12147 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12148 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12151 // the only tcmod that needs software vertex processing is turbulent, so
12152 // check for it here and apply the changes if needed
12153 // and we only support that as the first one
12154 // (handling a mixture of turbulent and other tcmods would be problematic
12155 // without punting it entirely to a software path)
12156 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12158 amplitude = rsurface.texture->tcmods[0].parms[1];
12159 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12160 for (j = 0;j < rsurface.batchnumvertices;j++)
12162 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12163 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12165 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12166 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12167 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12170 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12172 // convert the modified arrays to vertex structs
12173 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12174 rsurface.batchvertexmeshbuffer = NULL;
12175 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12176 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12177 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12178 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12179 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12180 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12181 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12183 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12185 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12186 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12189 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12190 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12191 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12192 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12193 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12194 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12195 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12196 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12197 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12200 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12202 // convert the modified arrays to vertex structs
12203 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12204 rsurface.batchvertexpositionbuffer = NULL;
12205 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12206 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12208 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12209 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12213 void RSurf_DrawBatch(void)
12215 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12216 // through the pipeline, killing it earlier in the pipeline would have
12217 // per-surface overhead rather than per-batch overhead, so it's best to
12218 // reject it here, before it hits glDraw.
12219 if (rsurface.batchnumtriangles == 0)
12222 // batch debugging code
12223 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12229 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12230 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12233 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12235 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12237 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12238 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12245 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12248 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12250 // pick the closest matching water plane
12251 int planeindex, vertexindex, bestplaneindex = -1;
12255 r_waterstate_waterplane_t *p;
12257 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12259 if(p->camera_entity != rsurface.texture->camera_entity)
12262 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12263 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12265 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12266 d += fabs(PlaneDiff(vert, &p->plane));
12268 if (bestd > d || bestplaneindex < 0)
12271 bestplaneindex = planeindex;
12274 return bestplaneindex;
12277 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12280 for (i = 0;i < rsurface.batchnumvertices;i++)
12281 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12282 rsurface.passcolor4f = rsurface.array_passcolor4f;
12283 rsurface.passcolor4f_vertexbuffer = 0;
12284 rsurface.passcolor4f_bufferoffset = 0;
12287 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12294 if (rsurface.passcolor4f)
12296 // generate color arrays
12297 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12299 f = RSurf_FogVertex(v);
12308 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12310 f = RSurf_FogVertex(v);
12317 rsurface.passcolor4f = rsurface.array_passcolor4f;
12318 rsurface.passcolor4f_vertexbuffer = 0;
12319 rsurface.passcolor4f_bufferoffset = 0;
12322 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12329 if (!rsurface.passcolor4f)
12331 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12333 f = RSurf_FogVertex(v);
12334 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12335 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12336 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12339 rsurface.passcolor4f = rsurface.array_passcolor4f;
12340 rsurface.passcolor4f_vertexbuffer = 0;
12341 rsurface.passcolor4f_bufferoffset = 0;
12344 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12349 if (!rsurface.passcolor4f)
12351 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12358 rsurface.passcolor4f = rsurface.array_passcolor4f;
12359 rsurface.passcolor4f_vertexbuffer = 0;
12360 rsurface.passcolor4f_bufferoffset = 0;
12363 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12368 if (!rsurface.passcolor4f)
12370 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12372 c2[0] = c[0] + r_refdef.scene.ambient;
12373 c2[1] = c[1] + r_refdef.scene.ambient;
12374 c2[2] = c[2] + r_refdef.scene.ambient;
12377 rsurface.passcolor4f = rsurface.array_passcolor4f;
12378 rsurface.passcolor4f_vertexbuffer = 0;
12379 rsurface.passcolor4f_bufferoffset = 0;
12382 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12385 rsurface.passcolor4f = NULL;
12386 rsurface.passcolor4f_vertexbuffer = 0;
12387 rsurface.passcolor4f_bufferoffset = 0;
12388 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12389 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12390 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12391 GL_Color(r, g, b, a);
12392 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12396 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12398 // TODO: optimize applyfog && applycolor case
12399 // just apply fog if necessary, and tint the fog color array if necessary
12400 rsurface.passcolor4f = NULL;
12401 rsurface.passcolor4f_vertexbuffer = 0;
12402 rsurface.passcolor4f_bufferoffset = 0;
12403 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12404 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12405 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12406 GL_Color(r, g, b, a);
12410 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12413 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12414 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12415 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12416 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12417 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12418 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12419 GL_Color(r, g, b, a);
12423 static void RSurf_DrawBatch_GL11_ClampColor(void)
12428 if (!rsurface.passcolor4f)
12430 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12432 c2[0] = bound(0.0f, c1[0], 1.0f);
12433 c2[1] = bound(0.0f, c1[1], 1.0f);
12434 c2[2] = bound(0.0f, c1[2], 1.0f);
12435 c2[3] = bound(0.0f, c1[3], 1.0f);
12439 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12449 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12451 f = -DotProduct(r_refdef.view.forward, n);
12453 f = f * 0.85 + 0.15; // work around so stuff won't get black
12454 f *= r_refdef.lightmapintensity;
12455 Vector4Set(c, f, f, f, 1);
12458 rsurface.passcolor4f = rsurface.array_passcolor4f;
12459 rsurface.passcolor4f_vertexbuffer = 0;
12460 rsurface.passcolor4f_bufferoffset = 0;
12463 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12465 RSurf_DrawBatch_GL11_ApplyFakeLight();
12466 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12467 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12468 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12469 GL_Color(r, g, b, a);
12473 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12481 vec3_t ambientcolor;
12482 vec3_t diffusecolor;
12486 VectorCopy(rsurface.modellight_lightdir, lightdir);
12487 f = 0.5f * r_refdef.lightmapintensity;
12488 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12489 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12490 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12491 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12492 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12493 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12495 if (VectorLength2(diffusecolor) > 0)
12497 // q3-style directional shading
12498 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12500 if ((f = DotProduct(n, lightdir)) > 0)
12501 VectorMA(ambientcolor, f, diffusecolor, c);
12503 VectorCopy(ambientcolor, c);
12510 rsurface.passcolor4f = rsurface.array_passcolor4f;
12511 rsurface.passcolor4f_vertexbuffer = 0;
12512 rsurface.passcolor4f_bufferoffset = 0;
12513 *applycolor = false;
12517 *r = ambientcolor[0];
12518 *g = ambientcolor[1];
12519 *b = ambientcolor[2];
12520 rsurface.passcolor4f = NULL;
12521 rsurface.passcolor4f_vertexbuffer = 0;
12522 rsurface.passcolor4f_bufferoffset = 0;
12526 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12528 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12529 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12530 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12531 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12532 GL_Color(r, g, b, a);
12536 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12542 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12544 f = 1 - RSurf_FogVertex(v);
12552 void RSurf_SetupDepthAndCulling(void)
12554 // submodels are biased to avoid z-fighting with world surfaces that they
12555 // may be exactly overlapping (avoids z-fighting artifacts on certain
12556 // doors and things in Quake maps)
12557 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12558 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12559 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12560 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12563 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12565 // transparent sky would be ridiculous
12566 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12568 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12569 skyrenderlater = true;
12570 RSurf_SetupDepthAndCulling();
12571 GL_DepthMask(true);
12572 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12573 // skymasking on them, and Quake3 never did sky masking (unlike
12574 // software Quake and software Quake2), so disable the sky masking
12575 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12576 // and skymasking also looks very bad when noclipping outside the
12577 // level, so don't use it then either.
12578 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12580 R_Mesh_ResetTextureState();
12581 if (skyrendermasked)
12583 R_SetupShader_DepthOrShadow();
12584 // depth-only (masking)
12585 GL_ColorMask(0,0,0,0);
12586 // just to make sure that braindead drivers don't draw
12587 // anything despite that colormask...
12588 GL_BlendFunc(GL_ZERO, GL_ONE);
12589 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12590 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12594 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12596 GL_BlendFunc(GL_ONE, GL_ZERO);
12597 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12598 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12599 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12602 if (skyrendermasked)
12603 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12605 R_Mesh_ResetTextureState();
12606 GL_Color(1, 1, 1, 1);
12609 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12610 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12611 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12613 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12617 // render screenspace normalmap to texture
12618 GL_DepthMask(true);
12619 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12624 // bind lightmap texture
12626 // water/refraction/reflection/camera surfaces have to be handled specially
12627 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12629 int start, end, startplaneindex;
12630 for (start = 0;start < texturenumsurfaces;start = end)
12632 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12633 if(startplaneindex < 0)
12635 Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12639 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12641 // now that we have a batch using the same planeindex, render it
12642 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12644 // render water or distortion background
12645 GL_DepthMask(true);
12646 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12648 // blend surface on top
12649 GL_DepthMask(false);
12650 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12653 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12655 // render surface with reflection texture as input
12656 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12657 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12664 // render surface batch normally
12665 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12666 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12670 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12672 // OpenGL 1.3 path - anything not completely ancient
12673 qboolean applycolor;
12676 const texturelayer_t *layer;
12677 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12678 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12680 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12683 int layertexrgbscale;
12684 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12686 if (layerindex == 0)
12687 GL_AlphaTest(true);
12690 GL_AlphaTest(false);
12691 GL_DepthFunc(GL_EQUAL);
12694 GL_DepthMask(layer->depthmask && writedepth);
12695 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12696 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12698 layertexrgbscale = 4;
12699 VectorScale(layer->color, 0.25f, layercolor);
12701 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12703 layertexrgbscale = 2;
12704 VectorScale(layer->color, 0.5f, layercolor);
12708 layertexrgbscale = 1;
12709 VectorScale(layer->color, 1.0f, layercolor);
12711 layercolor[3] = layer->color[3];
12712 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12713 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12714 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12715 switch (layer->type)
12717 case TEXTURELAYERTYPE_LITTEXTURE:
12718 // single-pass lightmapped texture with 2x rgbscale
12719 R_Mesh_TexBind(0, r_texture_white);
12720 R_Mesh_TexMatrix(0, NULL);
12721 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12722 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12723 R_Mesh_TexBind(1, layer->texture);
12724 R_Mesh_TexMatrix(1, &layer->texmatrix);
12725 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12726 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12727 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12728 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12729 else if (FAKELIGHT_ENABLED)
12730 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12731 else if (rsurface.uselightmaptexture)
12732 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12734 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12736 case TEXTURELAYERTYPE_TEXTURE:
12737 // singletexture unlit texture with transparency support
12738 R_Mesh_TexBind(0, layer->texture);
12739 R_Mesh_TexMatrix(0, &layer->texmatrix);
12740 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12742 R_Mesh_TexBind(1, 0);
12743 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12744 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12746 case TEXTURELAYERTYPE_FOG:
12747 // singletexture fogging
12748 if (layer->texture)
12750 R_Mesh_TexBind(0, layer->texture);
12751 R_Mesh_TexMatrix(0, &layer->texmatrix);
12752 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12753 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12757 R_Mesh_TexBind(0, 0);
12758 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12760 R_Mesh_TexBind(1, 0);
12761 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12762 // generate a color array for the fog pass
12763 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12764 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12768 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12771 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12773 GL_DepthFunc(GL_LEQUAL);
12774 GL_AlphaTest(false);
12778 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12780 // OpenGL 1.1 - crusty old voodoo path
12783 const texturelayer_t *layer;
12784 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12785 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12787 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12789 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12791 if (layerindex == 0)
12792 GL_AlphaTest(true);
12795 GL_AlphaTest(false);
12796 GL_DepthFunc(GL_EQUAL);
12799 GL_DepthMask(layer->depthmask && writedepth);
12800 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12801 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12802 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12803 switch (layer->type)
12805 case TEXTURELAYERTYPE_LITTEXTURE:
12806 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12808 // two-pass lit texture with 2x rgbscale
12809 // first the lightmap pass
12810 R_Mesh_TexBind(0, r_texture_white);
12811 R_Mesh_TexMatrix(0, NULL);
12812 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12813 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12814 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12815 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12816 else if (FAKELIGHT_ENABLED)
12817 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12818 else if (rsurface.uselightmaptexture)
12819 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12821 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12822 // then apply the texture to it
12823 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12824 R_Mesh_TexBind(0, layer->texture);
12825 R_Mesh_TexMatrix(0, &layer->texmatrix);
12826 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12827 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12828 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12832 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12833 R_Mesh_TexBind(0, layer->texture);
12834 R_Mesh_TexMatrix(0, &layer->texmatrix);
12835 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12836 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12837 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12838 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12840 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12843 case TEXTURELAYERTYPE_TEXTURE:
12844 // singletexture unlit texture with transparency support
12845 R_Mesh_TexBind(0, layer->texture);
12846 R_Mesh_TexMatrix(0, &layer->texmatrix);
12847 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12848 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12849 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12851 case TEXTURELAYERTYPE_FOG:
12852 // singletexture fogging
12853 if (layer->texture)
12855 R_Mesh_TexBind(0, layer->texture);
12856 R_Mesh_TexMatrix(0, &layer->texmatrix);
12857 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12858 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12862 R_Mesh_TexBind(0, 0);
12863 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12865 // generate a color array for the fog pass
12866 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12867 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12871 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12876 GL_DepthFunc(GL_LEQUAL);
12877 GL_AlphaTest(false);
12881 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12885 r_vertexgeneric_t *batchvertex;
12888 GL_AlphaTest(false);
12889 // R_Mesh_ResetTextureState();
12890 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12892 if(rsurface.texture && rsurface.texture->currentskinframe)
12894 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12895 c[3] *= rsurface.texture->currentalpha;
12905 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12907 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12908 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12909 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12912 // brighten it up (as texture value 127 means "unlit")
12913 c[0] *= 2 * r_refdef.view.colorscale;
12914 c[1] *= 2 * r_refdef.view.colorscale;
12915 c[2] *= 2 * r_refdef.view.colorscale;
12917 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12918 c[3] *= r_wateralpha.value;
12920 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12922 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12923 GL_DepthMask(false);
12925 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12927 GL_BlendFunc(GL_ONE, GL_ONE);
12928 GL_DepthMask(false);
12930 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12932 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12933 GL_DepthMask(false);
12935 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12937 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12938 GL_DepthMask(false);
12942 GL_BlendFunc(GL_ONE, GL_ZERO);
12943 GL_DepthMask(writedepth);
12946 if (r_showsurfaces.integer == 3)
12948 rsurface.passcolor4f = NULL;
12950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12952 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12954 rsurface.passcolor4f = NULL;
12955 rsurface.passcolor4f_vertexbuffer = 0;
12956 rsurface.passcolor4f_bufferoffset = 0;
12958 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12960 qboolean applycolor = true;
12963 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12965 r_refdef.lightmapintensity = 1;
12966 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12967 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12969 else if (FAKELIGHT_ENABLED)
12971 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12973 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12974 RSurf_DrawBatch_GL11_ApplyFakeLight();
12975 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12979 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12981 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12982 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12983 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12986 if(!rsurface.passcolor4f)
12987 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12989 RSurf_DrawBatch_GL11_ApplyAmbient();
12990 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12991 if(r_refdef.fogenabled)
12992 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12993 RSurf_DrawBatch_GL11_ClampColor();
12995 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12996 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12999 else if (!r_refdef.view.showdebug)
13001 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13002 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13003 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13005 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13006 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13008 R_Mesh_PrepareVertices_Generic_Unlock();
13011 else if (r_showsurfaces.integer == 4)
13013 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13014 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13015 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13017 unsigned char c = vi << 3;
13018 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13019 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13021 R_Mesh_PrepareVertices_Generic_Unlock();
13024 else if (r_showsurfaces.integer == 2)
13027 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13028 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13029 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13031 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13032 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13033 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13034 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13035 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13036 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13037 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13039 R_Mesh_PrepareVertices_Generic_Unlock();
13040 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13044 int texturesurfaceindex;
13046 const msurface_t *surface;
13047 unsigned char surfacecolor4ub[4];
13048 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13049 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13051 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13053 surface = texturesurfacelist[texturesurfaceindex];
13054 k = (int)(((size_t)surface) / sizeof(msurface_t));
13055 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13056 for (j = 0;j < surface->num_vertices;j++)
13058 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13059 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13063 R_Mesh_PrepareVertices_Generic_Unlock();
13068 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13071 RSurf_SetupDepthAndCulling();
13072 if (r_showsurfaces.integer)
13074 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13077 switch (vid.renderpath)
13079 case RENDERPATH_GL20:
13080 case RENDERPATH_CGGL:
13081 case RENDERPATH_D3D9:
13082 case RENDERPATH_D3D10:
13083 case RENDERPATH_D3D11:
13084 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13086 case RENDERPATH_GL13:
13087 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13089 case RENDERPATH_GL11:
13090 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13096 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13099 RSurf_SetupDepthAndCulling();
13100 if (r_showsurfaces.integer)
13102 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13105 switch (vid.renderpath)
13107 case RENDERPATH_GL20:
13108 case RENDERPATH_CGGL:
13109 case RENDERPATH_D3D9:
13110 case RENDERPATH_D3D10:
13111 case RENDERPATH_D3D11:
13112 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13114 case RENDERPATH_GL13:
13115 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13117 case RENDERPATH_GL11:
13118 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13124 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13127 int texturenumsurfaces, endsurface;
13128 texture_t *texture;
13129 const msurface_t *surface;
13130 #define MAXBATCH_TRANSPARENTSURFACES 256
13131 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13133 // if the model is static it doesn't matter what value we give for
13134 // wantnormals and wanttangents, so this logic uses only rules applicable
13135 // to a model, knowing that they are meaningless otherwise
13136 if (ent == r_refdef.scene.worldentity)
13137 RSurf_ActiveWorldEntity();
13138 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13139 RSurf_ActiveModelEntity(ent, false, false, false);
13142 switch (vid.renderpath)
13144 case RENDERPATH_GL20:
13145 case RENDERPATH_CGGL:
13146 case RENDERPATH_D3D9:
13147 case RENDERPATH_D3D10:
13148 case RENDERPATH_D3D11:
13149 RSurf_ActiveModelEntity(ent, true, true, false);
13151 case RENDERPATH_GL13:
13152 case RENDERPATH_GL11:
13153 RSurf_ActiveModelEntity(ent, true, false, false);
13158 if (r_transparentdepthmasking.integer)
13160 qboolean setup = false;
13161 for (i = 0;i < numsurfaces;i = j)
13164 surface = rsurface.modelsurfaces + surfacelist[i];
13165 texture = surface->texture;
13166 rsurface.texture = R_GetCurrentTexture(texture);
13167 rsurface.lightmaptexture = NULL;
13168 rsurface.deluxemaptexture = NULL;
13169 rsurface.uselightmaptexture = false;
13170 // scan ahead until we find a different texture
13171 endsurface = min(i + 1024, numsurfaces);
13172 texturenumsurfaces = 0;
13173 texturesurfacelist[texturenumsurfaces++] = surface;
13174 for (;j < endsurface;j++)
13176 surface = rsurface.modelsurfaces + surfacelist[j];
13177 if (texture != surface->texture)
13179 texturesurfacelist[texturenumsurfaces++] = surface;
13181 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13183 // render the range of surfaces as depth
13187 GL_ColorMask(0,0,0,0);
13189 GL_DepthTest(true);
13190 GL_BlendFunc(GL_ONE, GL_ZERO);
13191 GL_DepthMask(true);
13192 GL_AlphaTest(false);
13193 // R_Mesh_ResetTextureState();
13194 R_SetupShader_DepthOrShadow();
13196 RSurf_SetupDepthAndCulling();
13197 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13198 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13202 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13205 for (i = 0;i < numsurfaces;i = j)
13208 surface = rsurface.modelsurfaces + surfacelist[i];
13209 texture = surface->texture;
13210 rsurface.texture = R_GetCurrentTexture(texture);
13211 // scan ahead until we find a different texture
13212 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13213 texturenumsurfaces = 0;
13214 texturesurfacelist[texturenumsurfaces++] = surface;
13215 if(FAKELIGHT_ENABLED)
13217 rsurface.lightmaptexture = NULL;
13218 rsurface.deluxemaptexture = NULL;
13219 rsurface.uselightmaptexture = false;
13220 for (;j < endsurface;j++)
13222 surface = rsurface.modelsurfaces + surfacelist[j];
13223 if (texture != surface->texture)
13225 texturesurfacelist[texturenumsurfaces++] = surface;
13230 rsurface.lightmaptexture = surface->lightmaptexture;
13231 rsurface.deluxemaptexture = surface->deluxemaptexture;
13232 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13233 for (;j < endsurface;j++)
13235 surface = rsurface.modelsurfaces + surfacelist[j];
13236 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13238 texturesurfacelist[texturenumsurfaces++] = surface;
13241 // render the range of surfaces
13242 if (ent == r_refdef.scene.worldentity)
13243 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13245 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13247 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13248 GL_AlphaTest(false);
13251 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13253 // transparent surfaces get pushed off into the transparent queue
13254 int surfacelistindex;
13255 const msurface_t *surface;
13256 vec3_t tempcenter, center;
13257 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13259 surface = texturesurfacelist[surfacelistindex];
13260 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13261 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13262 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13263 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13264 if (queueentity->transparent_offset) // transparent offset
13266 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13267 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13268 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13270 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13274 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13276 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13278 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13280 RSurf_SetupDepthAndCulling();
13281 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13282 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13286 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13288 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13291 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13294 if (!rsurface.texture->currentnumlayers)
13296 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13297 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13299 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13301 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13302 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13303 else if (!rsurface.texture->currentnumlayers)
13305 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13307 // in the deferred case, transparent surfaces were queued during prepass
13308 if (!r_shadow_usingdeferredprepass)
13309 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13313 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13314 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13319 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13322 texture_t *texture;
13323 // break the surface list down into batches by texture and use of lightmapping
13324 for (i = 0;i < numsurfaces;i = j)
13327 // texture is the base texture pointer, rsurface.texture is the
13328 // current frame/skin the texture is directing us to use (for example
13329 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13330 // use skin 1 instead)
13331 texture = surfacelist[i]->texture;
13332 rsurface.texture = R_GetCurrentTexture(texture);
13333 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13335 // if this texture is not the kind we want, skip ahead to the next one
13336 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13340 if(FAKELIGHT_ENABLED || depthonly || prepass)
13342 rsurface.lightmaptexture = NULL;
13343 rsurface.deluxemaptexture = NULL;
13344 rsurface.uselightmaptexture = false;
13345 // simply scan ahead until we find a different texture or lightmap state
13346 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13351 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13352 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13353 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13354 // simply scan ahead until we find a different texture or lightmap state
13355 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13358 // render the range of surfaces
13359 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13363 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13367 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13370 if (!rsurface.texture->currentnumlayers)
13372 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13373 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13375 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13377 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13378 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13379 else if (!rsurface.texture->currentnumlayers)
13381 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13383 // in the deferred case, transparent surfaces were queued during prepass
13384 if (!r_shadow_usingdeferredprepass)
13385 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13389 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13390 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13395 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13398 texture_t *texture;
13399 // break the surface list down into batches by texture and use of lightmapping
13400 for (i = 0;i < numsurfaces;i = j)
13403 // texture is the base texture pointer, rsurface.texture is the
13404 // current frame/skin the texture is directing us to use (for example
13405 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13406 // use skin 1 instead)
13407 texture = surfacelist[i]->texture;
13408 rsurface.texture = R_GetCurrentTexture(texture);
13409 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13411 // if this texture is not the kind we want, skip ahead to the next one
13412 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13416 if(FAKELIGHT_ENABLED || depthonly || prepass)
13418 rsurface.lightmaptexture = NULL;
13419 rsurface.deluxemaptexture = NULL;
13420 rsurface.uselightmaptexture = false;
13421 // simply scan ahead until we find a different texture or lightmap state
13422 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13427 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13428 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13429 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13430 // simply scan ahead until we find a different texture or lightmap state
13431 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13434 // render the range of surfaces
13435 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13439 float locboxvertex3f[6*4*3] =
13441 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13442 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13443 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13444 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13445 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13446 1,0,0, 0,0,0, 0,1,0, 1,1,0
13449 unsigned short locboxelements[6*2*3] =
13454 12,13,14, 12,14,15,
13455 16,17,18, 16,18,19,
13459 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13462 cl_locnode_t *loc = (cl_locnode_t *)ent;
13464 float vertex3f[6*4*3];
13466 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13467 GL_DepthMask(false);
13468 GL_DepthRange(0, 1);
13469 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13470 GL_DepthTest(true);
13471 GL_CullFace(GL_NONE);
13472 R_EntityMatrix(&identitymatrix);
13474 // R_Mesh_ResetTextureState();
13476 i = surfacelist[0];
13477 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13478 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13479 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13480 surfacelist[0] < 0 ? 0.5f : 0.125f);
13482 if (VectorCompare(loc->mins, loc->maxs))
13484 VectorSet(size, 2, 2, 2);
13485 VectorMA(loc->mins, -0.5f, size, mins);
13489 VectorCopy(loc->mins, mins);
13490 VectorSubtract(loc->maxs, loc->mins, size);
13493 for (i = 0;i < 6*4*3;)
13494 for (j = 0;j < 3;j++, i++)
13495 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13497 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13498 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13499 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13502 void R_DrawLocs(void)
13505 cl_locnode_t *loc, *nearestloc;
13507 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13508 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13510 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13511 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13515 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13517 if (decalsystem->decals)
13518 Mem_Free(decalsystem->decals);
13519 memset(decalsystem, 0, sizeof(*decalsystem));
13522 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)
13525 tridecal_t *decals;
13528 // expand or initialize the system
13529 if (decalsystem->maxdecals <= decalsystem->numdecals)
13531 decalsystem_t old = *decalsystem;
13532 qboolean useshortelements;
13533 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13534 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13535 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13536 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13537 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13538 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13539 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13540 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13541 if (decalsystem->numdecals)
13542 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13544 Mem_Free(old.decals);
13545 for (i = 0;i < decalsystem->maxdecals*3;i++)
13546 decalsystem->element3i[i] = i;
13547 if (useshortelements)
13548 for (i = 0;i < decalsystem->maxdecals*3;i++)
13549 decalsystem->element3s[i] = i;
13552 // grab a decal and search for another free slot for the next one
13553 decals = decalsystem->decals;
13554 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13555 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13557 decalsystem->freedecal = i;
13558 if (decalsystem->numdecals <= i)
13559 decalsystem->numdecals = i + 1;
13561 // initialize the decal
13563 decal->triangleindex = triangleindex;
13564 decal->surfaceindex = surfaceindex;
13565 decal->decalsequence = decalsequence;
13566 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13567 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13568 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13569 decal->color4ub[0][3] = 255;
13570 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13571 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13572 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13573 decal->color4ub[1][3] = 255;
13574 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13575 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13576 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13577 decal->color4ub[2][3] = 255;
13578 decal->vertex3f[0][0] = v0[0];
13579 decal->vertex3f[0][1] = v0[1];
13580 decal->vertex3f[0][2] = v0[2];
13581 decal->vertex3f[1][0] = v1[0];
13582 decal->vertex3f[1][1] = v1[1];
13583 decal->vertex3f[1][2] = v1[2];
13584 decal->vertex3f[2][0] = v2[0];
13585 decal->vertex3f[2][1] = v2[1];
13586 decal->vertex3f[2][2] = v2[2];
13587 decal->texcoord2f[0][0] = t0[0];
13588 decal->texcoord2f[0][1] = t0[1];
13589 decal->texcoord2f[1][0] = t1[0];
13590 decal->texcoord2f[1][1] = t1[1];
13591 decal->texcoord2f[2][0] = t2[0];
13592 decal->texcoord2f[2][1] = t2[1];
13595 extern cvar_t cl_decals_bias;
13596 extern cvar_t cl_decals_models;
13597 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13598 // baseparms, parms, temps
13599 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13604 const float *vertex3f;
13606 float points[2][9][3];
13613 e = rsurface.modelelement3i + 3*triangleindex;
13615 vertex3f = rsurface.modelvertex3f;
13617 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13619 index = 3*e[cornerindex];
13620 VectorCopy(vertex3f + index, v[cornerindex]);
13623 //TriangleNormal(v[0], v[1], v[2], normal);
13624 //if (DotProduct(normal, localnormal) < 0.0f)
13626 // clip by each of the box planes formed from the projection matrix
13627 // if anything survives, we emit the decal
13628 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]);
13631 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]);
13634 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]);
13637 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]);
13640 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]);
13643 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]);
13646 // some part of the triangle survived, so we have to accept it...
13649 // dynamic always uses the original triangle
13651 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13653 index = 3*e[cornerindex];
13654 VectorCopy(vertex3f + index, v[cornerindex]);
13657 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13659 // convert vertex positions to texcoords
13660 Matrix4x4_Transform(projection, v[cornerindex], temp);
13661 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13662 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13663 // calculate distance fade from the projection origin
13664 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13665 f = bound(0.0f, f, 1.0f);
13666 c[cornerindex][0] = r * f;
13667 c[cornerindex][1] = g * f;
13668 c[cornerindex][2] = b * f;
13669 c[cornerindex][3] = 1.0f;
13670 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13673 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13675 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13676 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);
13678 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)
13680 matrix4x4_t projection;
13681 decalsystem_t *decalsystem;
13684 const msurface_t *surface;
13685 const msurface_t *surfaces;
13686 const int *surfacelist;
13687 const texture_t *texture;
13689 int numsurfacelist;
13690 int surfacelistindex;
13693 float localorigin[3];
13694 float localnormal[3];
13695 float localmins[3];
13696 float localmaxs[3];
13699 float planes[6][4];
13702 int bih_triangles_count;
13703 int bih_triangles[256];
13704 int bih_surfaces[256];
13706 decalsystem = &ent->decalsystem;
13707 model = ent->model;
13708 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13710 R_DecalSystem_Reset(&ent->decalsystem);
13714 if (!model->brush.data_leafs && !cl_decals_models.integer)
13716 if (decalsystem->model)
13717 R_DecalSystem_Reset(decalsystem);
13721 if (decalsystem->model != model)
13722 R_DecalSystem_Reset(decalsystem);
13723 decalsystem->model = model;
13725 RSurf_ActiveModelEntity(ent, false, false, false);
13727 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13728 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13729 VectorNormalize(localnormal);
13730 localsize = worldsize*rsurface.inversematrixscale;
13731 localmins[0] = localorigin[0] - localsize;
13732 localmins[1] = localorigin[1] - localsize;
13733 localmins[2] = localorigin[2] - localsize;
13734 localmaxs[0] = localorigin[0] + localsize;
13735 localmaxs[1] = localorigin[1] + localsize;
13736 localmaxs[2] = localorigin[2] + localsize;
13738 //VectorCopy(localnormal, planes[4]);
13739 //VectorVectors(planes[4], planes[2], planes[0]);
13740 AnglesFromVectors(angles, localnormal, NULL, false);
13741 AngleVectors(angles, planes[0], planes[2], planes[4]);
13742 VectorNegate(planes[0], planes[1]);
13743 VectorNegate(planes[2], planes[3]);
13744 VectorNegate(planes[4], planes[5]);
13745 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13746 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13747 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13748 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13749 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13750 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13755 matrix4x4_t forwardprojection;
13756 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13757 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13762 float projectionvector[4][3];
13763 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13764 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13765 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13766 projectionvector[0][0] = planes[0][0] * ilocalsize;
13767 projectionvector[0][1] = planes[1][0] * ilocalsize;
13768 projectionvector[0][2] = planes[2][0] * ilocalsize;
13769 projectionvector[1][0] = planes[0][1] * ilocalsize;
13770 projectionvector[1][1] = planes[1][1] * ilocalsize;
13771 projectionvector[1][2] = planes[2][1] * ilocalsize;
13772 projectionvector[2][0] = planes[0][2] * ilocalsize;
13773 projectionvector[2][1] = planes[1][2] * ilocalsize;
13774 projectionvector[2][2] = planes[2][2] * ilocalsize;
13775 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13776 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13777 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13778 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13782 dynamic = model->surfmesh.isanimated;
13783 numsurfacelist = model->nummodelsurfaces;
13784 surfacelist = model->sortedmodelsurfaces;
13785 surfaces = model->data_surfaces;
13788 bih_triangles_count = -1;
13791 if(model->render_bih.numleafs)
13792 bih = &model->render_bih;
13793 else if(model->collision_bih.numleafs)
13794 bih = &model->collision_bih;
13797 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13798 if(bih_triangles_count == 0)
13800 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13802 if(bih_triangles_count > 0)
13804 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13806 surfaceindex = bih_surfaces[triangleindex];
13807 surface = surfaces + surfaceindex;
13808 texture = surface->texture;
13809 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13811 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13813 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13818 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13820 surfaceindex = surfacelist[surfacelistindex];
13821 surface = surfaces + surfaceindex;
13822 // check cull box first because it rejects more than any other check
13823 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13825 // skip transparent surfaces
13826 texture = surface->texture;
13827 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13829 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13831 numtriangles = surface->num_triangles;
13832 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13833 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13838 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13839 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)
13841 int renderentityindex;
13842 float worldmins[3];
13843 float worldmaxs[3];
13844 entity_render_t *ent;
13846 if (!cl_decals_newsystem.integer)
13849 worldmins[0] = worldorigin[0] - worldsize;
13850 worldmins[1] = worldorigin[1] - worldsize;
13851 worldmins[2] = worldorigin[2] - worldsize;
13852 worldmaxs[0] = worldorigin[0] + worldsize;
13853 worldmaxs[1] = worldorigin[1] + worldsize;
13854 worldmaxs[2] = worldorigin[2] + worldsize;
13856 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13858 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13860 ent = r_refdef.scene.entities[renderentityindex];
13861 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13864 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13868 typedef struct r_decalsystem_splatqueue_s
13870 vec3_t worldorigin;
13871 vec3_t worldnormal;
13877 r_decalsystem_splatqueue_t;
13879 int r_decalsystem_numqueued = 0;
13880 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13882 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)
13884 r_decalsystem_splatqueue_t *queue;
13886 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13889 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13890 VectorCopy(worldorigin, queue->worldorigin);
13891 VectorCopy(worldnormal, queue->worldnormal);
13892 Vector4Set(queue->color, r, g, b, a);
13893 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13894 queue->worldsize = worldsize;
13895 queue->decalsequence = cl.decalsequence++;
13898 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13901 r_decalsystem_splatqueue_t *queue;
13903 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13904 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);
13905 r_decalsystem_numqueued = 0;
13908 extern cvar_t cl_decals_max;
13909 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13912 decalsystem_t *decalsystem = &ent->decalsystem;
13919 if (!decalsystem->numdecals)
13922 if (r_showsurfaces.integer)
13925 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13927 R_DecalSystem_Reset(decalsystem);
13931 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13932 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13934 if (decalsystem->lastupdatetime)
13935 frametime = (cl.time - decalsystem->lastupdatetime);
13938 decalsystem->lastupdatetime = cl.time;
13939 decal = decalsystem->decals;
13940 numdecals = decalsystem->numdecals;
13942 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13944 if (decal->color4ub[0][3])
13946 decal->lived += frametime;
13947 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13949 memset(decal, 0, sizeof(*decal));
13950 if (decalsystem->freedecal > i)
13951 decalsystem->freedecal = i;
13955 decal = decalsystem->decals;
13956 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13959 // collapse the array by shuffling the tail decals into the gaps
13962 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13963 decalsystem->freedecal++;
13964 if (decalsystem->freedecal == numdecals)
13966 decal[decalsystem->freedecal] = decal[--numdecals];
13969 decalsystem->numdecals = numdecals;
13971 if (numdecals <= 0)
13973 // if there are no decals left, reset decalsystem
13974 R_DecalSystem_Reset(decalsystem);
13978 extern skinframe_t *decalskinframe;
13979 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13982 decalsystem_t *decalsystem = &ent->decalsystem;
13991 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13994 numdecals = decalsystem->numdecals;
13998 if (r_showsurfaces.integer)
14001 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14003 R_DecalSystem_Reset(decalsystem);
14007 // if the model is static it doesn't matter what value we give for
14008 // wantnormals and wanttangents, so this logic uses only rules applicable
14009 // to a model, knowing that they are meaningless otherwise
14010 if (ent == r_refdef.scene.worldentity)
14011 RSurf_ActiveWorldEntity();
14013 RSurf_ActiveModelEntity(ent, false, false, false);
14015 decalsystem->lastupdatetime = cl.time;
14016 decal = decalsystem->decals;
14018 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14020 // update vertex positions for animated models
14021 v3f = decalsystem->vertex3f;
14022 c4f = decalsystem->color4f;
14023 t2f = decalsystem->texcoord2f;
14024 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14026 if (!decal->color4ub[0][3])
14029 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14032 // update color values for fading decals
14033 if (decal->lived >= cl_decals_time.value)
14035 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14036 alpha *= (1.0f/255.0f);
14039 alpha = 1.0f/255.0f;
14041 c4f[ 0] = decal->color4ub[0][0] * alpha;
14042 c4f[ 1] = decal->color4ub[0][1] * alpha;
14043 c4f[ 2] = decal->color4ub[0][2] * alpha;
14045 c4f[ 4] = decal->color4ub[1][0] * alpha;
14046 c4f[ 5] = decal->color4ub[1][1] * alpha;
14047 c4f[ 6] = decal->color4ub[1][2] * alpha;
14049 c4f[ 8] = decal->color4ub[2][0] * alpha;
14050 c4f[ 9] = decal->color4ub[2][1] * alpha;
14051 c4f[10] = decal->color4ub[2][2] * alpha;
14054 t2f[0] = decal->texcoord2f[0][0];
14055 t2f[1] = decal->texcoord2f[0][1];
14056 t2f[2] = decal->texcoord2f[1][0];
14057 t2f[3] = decal->texcoord2f[1][1];
14058 t2f[4] = decal->texcoord2f[2][0];
14059 t2f[5] = decal->texcoord2f[2][1];
14061 // update vertex positions for animated models
14062 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14064 e = rsurface.modelelement3i + 3*decal->triangleindex;
14065 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14066 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14067 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14071 VectorCopy(decal->vertex3f[0], v3f);
14072 VectorCopy(decal->vertex3f[1], v3f + 3);
14073 VectorCopy(decal->vertex3f[2], v3f + 6);
14076 if (r_refdef.fogenabled)
14078 alpha = RSurf_FogVertex(v3f);
14079 VectorScale(c4f, alpha, c4f);
14080 alpha = RSurf_FogVertex(v3f + 3);
14081 VectorScale(c4f + 4, alpha, c4f + 4);
14082 alpha = RSurf_FogVertex(v3f + 6);
14083 VectorScale(c4f + 8, alpha, c4f + 8);
14094 r_refdef.stats.drawndecals += numtris;
14096 // now render the decals all at once
14097 // (this assumes they all use one particle font texture!)
14098 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);
14099 // R_Mesh_ResetTextureState();
14100 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14101 GL_DepthMask(false);
14102 GL_DepthRange(0, 1);
14103 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14104 GL_DepthTest(true);
14105 GL_CullFace(GL_NONE);
14106 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14107 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14108 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14112 static void R_DrawModelDecals(void)
14116 // fade faster when there are too many decals
14117 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14118 for (i = 0;i < r_refdef.scene.numentities;i++)
14119 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14121 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14122 for (i = 0;i < r_refdef.scene.numentities;i++)
14123 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14124 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14126 R_DecalSystem_ApplySplatEntitiesQueue();
14128 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14129 for (i = 0;i < r_refdef.scene.numentities;i++)
14130 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14132 r_refdef.stats.totaldecals += numdecals;
14134 if (r_showsurfaces.integer)
14137 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14139 for (i = 0;i < r_refdef.scene.numentities;i++)
14141 if (!r_refdef.viewcache.entityvisible[i])
14143 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14144 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14148 extern cvar_t mod_collision_bih;
14149 void R_DrawDebugModel(void)
14151 entity_render_t *ent = rsurface.entity;
14152 int i, j, k, l, flagsmask;
14153 const msurface_t *surface;
14154 dp_model_t *model = ent->model;
14157 switch(vid.renderpath)
14159 case RENDERPATH_GL11:
14160 case RENDERPATH_GL13:
14161 case RENDERPATH_GL20:
14162 case RENDERPATH_CGGL:
14164 case RENDERPATH_D3D9:
14165 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14167 case RENDERPATH_D3D10:
14168 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14170 case RENDERPATH_D3D11:
14171 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14175 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14177 // R_Mesh_ResetTextureState();
14178 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14179 GL_DepthRange(0, 1);
14180 GL_DepthTest(!r_showdisabledepthtest.integer);
14181 GL_DepthMask(false);
14182 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14184 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14188 qboolean cullbox = ent == r_refdef.scene.worldentity;
14189 const q3mbrush_t *brush;
14190 const bih_t *bih = &model->collision_bih;
14191 const bih_leaf_t *bihleaf;
14192 float vertex3f[3][3];
14193 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14195 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14197 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14199 switch (bihleaf->type)
14202 brush = model->brush.data_brushes + bihleaf->itemindex;
14203 if (brush->colbrushf && brush->colbrushf->numtriangles)
14205 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14206 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14207 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14210 case BIH_COLLISIONTRIANGLE:
14211 triangleindex = bihleaf->itemindex;
14212 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14213 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14214 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14215 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14216 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14217 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14219 case BIH_RENDERTRIANGLE:
14220 triangleindex = bihleaf->itemindex;
14221 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14222 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14223 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14224 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14225 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14226 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14232 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14234 if (r_showtris.integer || r_shownormals.integer)
14236 if (r_showdisabledepthtest.integer)
14238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14239 GL_DepthMask(false);
14243 GL_BlendFunc(GL_ONE, GL_ZERO);
14244 GL_DepthMask(true);
14246 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14248 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14250 rsurface.texture = R_GetCurrentTexture(surface->texture);
14251 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14253 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14254 if (r_showtris.value > 0)
14256 if (!rsurface.texture->currentlayers->depthmask)
14257 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14258 else if (ent == r_refdef.scene.worldentity)
14259 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14261 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14262 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14263 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14265 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14268 if (r_shownormals.value < 0)
14270 qglBegin(GL_LINES);
14271 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14273 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14274 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14275 qglVertex3f(v[0], v[1], v[2]);
14276 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14277 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14278 qglVertex3f(v[0], v[1], v[2]);
14283 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14285 qglBegin(GL_LINES);
14286 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14288 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14289 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14290 qglVertex3f(v[0], v[1], v[2]);
14291 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14292 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14293 qglVertex3f(v[0], v[1], v[2]);
14297 qglBegin(GL_LINES);
14298 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14300 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14301 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14302 qglVertex3f(v[0], v[1], v[2]);
14303 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14304 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14305 qglVertex3f(v[0], v[1], v[2]);
14309 qglBegin(GL_LINES);
14310 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14312 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14313 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14314 qglVertex3f(v[0], v[1], v[2]);
14315 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14316 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14317 qglVertex3f(v[0], v[1], v[2]);
14324 rsurface.texture = NULL;
14328 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14329 int r_maxsurfacelist = 0;
14330 const msurface_t **r_surfacelist = NULL;
14331 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14333 int i, j, endj, flagsmask;
14334 dp_model_t *model = r_refdef.scene.worldmodel;
14335 msurface_t *surfaces;
14336 unsigned char *update;
14337 int numsurfacelist = 0;
14341 if (r_maxsurfacelist < model->num_surfaces)
14343 r_maxsurfacelist = model->num_surfaces;
14345 Mem_Free((msurface_t**)r_surfacelist);
14346 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14349 RSurf_ActiveWorldEntity();
14351 surfaces = model->data_surfaces;
14352 update = model->brushq1.lightmapupdateflags;
14354 // update light styles on this submodel
14355 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14357 model_brush_lightstyleinfo_t *style;
14358 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14360 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14362 int *list = style->surfacelist;
14363 style->value = r_refdef.scene.lightstylevalue[style->style];
14364 for (j = 0;j < style->numsurfaces;j++)
14365 update[list[j]] = true;
14370 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14374 R_DrawDebugModel();
14375 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14379 rsurface.lightmaptexture = NULL;
14380 rsurface.deluxemaptexture = NULL;
14381 rsurface.uselightmaptexture = false;
14382 rsurface.texture = NULL;
14383 rsurface.rtlight = NULL;
14384 numsurfacelist = 0;
14385 // add visible surfaces to draw list
14386 for (i = 0;i < model->nummodelsurfaces;i++)
14388 j = model->sortedmodelsurfaces[i];
14389 if (r_refdef.viewcache.world_surfacevisible[j])
14390 r_surfacelist[numsurfacelist++] = surfaces + j;
14392 // update lightmaps if needed
14393 if (model->brushq1.firstrender)
14395 model->brushq1.firstrender = false;
14396 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14398 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14402 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14403 if (r_refdef.viewcache.world_surfacevisible[j])
14405 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14407 // don't do anything if there were no surfaces
14408 if (!numsurfacelist)
14410 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14413 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14414 GL_AlphaTest(false);
14416 // add to stats if desired
14417 if (r_speeds.integer && !skysurfaces && !depthonly)
14419 r_refdef.stats.world_surfaces += numsurfacelist;
14420 for (j = 0;j < numsurfacelist;j++)
14421 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14424 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14427 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14429 int i, j, endj, flagsmask;
14430 dp_model_t *model = ent->model;
14431 msurface_t *surfaces;
14432 unsigned char *update;
14433 int numsurfacelist = 0;
14437 if (r_maxsurfacelist < model->num_surfaces)
14439 r_maxsurfacelist = model->num_surfaces;
14441 Mem_Free((msurface_t **)r_surfacelist);
14442 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14445 // if the model is static it doesn't matter what value we give for
14446 // wantnormals and wanttangents, so this logic uses only rules applicable
14447 // to a model, knowing that they are meaningless otherwise
14448 if (ent == r_refdef.scene.worldentity)
14449 RSurf_ActiveWorldEntity();
14450 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14451 RSurf_ActiveModelEntity(ent, false, false, false);
14453 RSurf_ActiveModelEntity(ent, true, true, true);
14454 else if (depthonly)
14456 switch (vid.renderpath)
14458 case RENDERPATH_GL20:
14459 case RENDERPATH_CGGL:
14460 case RENDERPATH_D3D9:
14461 case RENDERPATH_D3D10:
14462 case RENDERPATH_D3D11:
14463 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14465 case RENDERPATH_GL13:
14466 case RENDERPATH_GL11:
14467 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14473 switch (vid.renderpath)
14475 case RENDERPATH_GL20:
14476 case RENDERPATH_CGGL:
14477 case RENDERPATH_D3D9:
14478 case RENDERPATH_D3D10:
14479 case RENDERPATH_D3D11:
14480 RSurf_ActiveModelEntity(ent, true, true, false);
14482 case RENDERPATH_GL13:
14483 case RENDERPATH_GL11:
14484 RSurf_ActiveModelEntity(ent, true, false, false);
14489 surfaces = model->data_surfaces;
14490 update = model->brushq1.lightmapupdateflags;
14492 // update light styles
14493 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14495 model_brush_lightstyleinfo_t *style;
14496 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14498 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14500 int *list = style->surfacelist;
14501 style->value = r_refdef.scene.lightstylevalue[style->style];
14502 for (j = 0;j < style->numsurfaces;j++)
14503 update[list[j]] = true;
14508 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14512 R_DrawDebugModel();
14513 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14517 rsurface.lightmaptexture = NULL;
14518 rsurface.deluxemaptexture = NULL;
14519 rsurface.uselightmaptexture = false;
14520 rsurface.texture = NULL;
14521 rsurface.rtlight = NULL;
14522 numsurfacelist = 0;
14523 // add visible surfaces to draw list
14524 for (i = 0;i < model->nummodelsurfaces;i++)
14525 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14526 // don't do anything if there were no surfaces
14527 if (!numsurfacelist)
14529 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14532 // update lightmaps if needed
14536 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14541 R_BuildLightMap(ent, surfaces + j);
14546 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14548 R_BuildLightMap(ent, surfaces + j);
14549 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14550 GL_AlphaTest(false);
14552 // add to stats if desired
14553 if (r_speeds.integer && !skysurfaces && !depthonly)
14555 r_refdef.stats.entities_surfaces += numsurfacelist;
14556 for (j = 0;j < numsurfacelist;j++)
14557 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14560 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14563 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14565 static texture_t texture;
14566 static msurface_t surface;
14567 const msurface_t *surfacelist = &surface;
14569 // fake enough texture and surface state to render this geometry
14571 texture.update_lastrenderframe = -1; // regenerate this texture
14572 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14573 texture.currentskinframe = skinframe;
14574 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14575 texture.offsetmapping = OFFSETMAPPING_OFF;
14576 texture.offsetscale = 1;
14577 texture.specularscalemod = 1;
14578 texture.specularpowermod = 1;
14580 surface.texture = &texture;
14581 surface.num_triangles = numtriangles;
14582 surface.num_firsttriangle = firsttriangle;
14583 surface.num_vertices = numvertices;
14584 surface.num_firstvertex = firstvertex;
14587 rsurface.texture = R_GetCurrentTexture(surface.texture);
14588 rsurface.lightmaptexture = NULL;
14589 rsurface.deluxemaptexture = NULL;
14590 rsurface.uselightmaptexture = false;
14591 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14594 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)
14596 static msurface_t surface;
14597 const msurface_t *surfacelist = &surface;
14599 // fake enough texture and surface state to render this geometry
14600 surface.texture = texture;
14601 surface.num_triangles = numtriangles;
14602 surface.num_firsttriangle = firsttriangle;
14603 surface.num_vertices = numvertices;
14604 surface.num_firstvertex = firstvertex;
14607 rsurface.texture = R_GetCurrentTexture(surface.texture);
14608 rsurface.lightmaptexture = NULL;
14609 rsurface.deluxemaptexture = NULL;
14610 rsurface.uselightmaptexture = false;
14611 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);