2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 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)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
215 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
216 unsigned int r_numqueries;
217 unsigned int r_maxqueries;
219 typedef struct r_qwskincache_s
221 char name[MAX_QPATH];
222 skinframe_t *skinframe;
226 static r_qwskincache_t *r_qwskincache;
227 static int r_qwskincache_size;
229 /// vertex coordinates for a quad that covers the screen exactly
230 const float r_screenvertex3f[12] =
238 extern void R_DrawModelShadows(void);
240 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
243 for (i = 0;i < verts;i++)
254 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
257 for (i = 0;i < verts;i++)
267 // FIXME: move this to client?
270 if (gamemode == GAME_NEHAHRA)
272 Cvar_Set("gl_fogenable", "0");
273 Cvar_Set("gl_fogdensity", "0.2");
274 Cvar_Set("gl_fogred", "0.3");
275 Cvar_Set("gl_foggreen", "0.3");
276 Cvar_Set("gl_fogblue", "0.3");
278 r_refdef.fog_density = 0;
279 r_refdef.fog_red = 0;
280 r_refdef.fog_green = 0;
281 r_refdef.fog_blue = 0;
282 r_refdef.fog_alpha = 1;
283 r_refdef.fog_start = 0;
284 r_refdef.fog_end = 16384;
285 r_refdef.fog_height = 1<<30;
286 r_refdef.fog_fadedepth = 128;
289 static void R_BuildBlankTextures(void)
291 unsigned char data[4];
292 data[2] = 128; // normal X
293 data[1] = 128; // normal Y
294 data[0] = 255; // normal Z
295 data[3] = 128; // height
296 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
301 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
306 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314 static void R_BuildNoTexture(void)
317 unsigned char pix[16][16][4];
318 // this makes a light grey/dark grey checkerboard texture
319 for (y = 0;y < 16;y++)
321 for (x = 0;x < 16;x++)
323 if ((y < 8) ^ (x < 8))
339 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
342 static void R_BuildWhiteCube(void)
344 unsigned char data[6*1*1*4];
345 memset(data, 255, sizeof(data));
346 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
349 static void R_BuildNormalizationCube(void)
353 vec_t s, t, intensity;
356 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
357 for (side = 0;side < 6;side++)
359 for (y = 0;y < NORMSIZE;y++)
361 for (x = 0;x < NORMSIZE;x++)
363 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
364 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
399 intensity = 127.0f / sqrt(DotProduct(v, v));
400 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
401 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
402 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
403 data[((side*64+y)*64+x)*4+3] = 255;
407 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
411 static void R_BuildFogTexture(void)
415 unsigned char data1[FOGWIDTH][4];
416 //unsigned char data2[FOGWIDTH][4];
419 r_refdef.fogmasktable_start = r_refdef.fog_start;
420 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
421 r_refdef.fogmasktable_range = r_refdef.fogrange;
422 r_refdef.fogmasktable_density = r_refdef.fog_density;
424 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
425 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
427 d = (x * r - r_refdef.fogmasktable_start);
428 if(developer_extra.integer)
429 Con_DPrintf("%f ", d);
431 if (r_fog_exp2.integer)
432 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
434 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
435 if(developer_extra.integer)
436 Con_DPrintf(" : %f ", alpha);
437 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
438 if(developer_extra.integer)
439 Con_DPrintf(" = %f\n", alpha);
440 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
443 for (x = 0;x < FOGWIDTH;x++)
445 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
450 //data2[x][0] = 255 - b;
451 //data2[x][1] = 255 - b;
452 //data2[x][2] = 255 - b;
455 if (r_texture_fogattenuation)
457 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
458 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
462 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
463 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
467 //=======================================================================================================================================================
469 static const char *builtinshaderstring =
470 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
471 "// written by Forest 'LordHavoc' Hale\n"
472 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
474 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
477 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
478 "#define USELIGHTMAP\n"
480 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
481 "#define USEEYEVECTOR\n"
484 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
485 "# extension GL_ARB_texture_rectangle : enable\n"
488 "#ifdef USESHADOWMAP2D\n"
489 "# ifdef GL_EXT_gpu_shader4\n"
490 "# extension GL_EXT_gpu_shader4 : enable\n"
492 "# ifdef GL_ARB_texture_gather\n"
493 "# extension GL_ARB_texture_gather : enable\n"
495 "# ifdef GL_AMD_texture_texture4\n"
496 "# extension GL_AMD_texture_texture4 : enable\n"
501 "#ifdef USESHADOWMAPCUBE\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
505 "//#ifdef USESHADOWSAMPLER\n"
506 "//# extension GL_ARB_shadow : enable\n"
509 "//#ifdef __GLSL_CG_DATA_TYPES\n"
510 "//# define myhalf half\n"
511 "//# define myhalf2 half2\n"
512 "//# define myhalf3 half3\n"
513 "//# define myhalf4 half4\n"
515 "# define myhalf float\n"
516 "# define myhalf2 vec2\n"
517 "# define myhalf3 vec3\n"
518 "# define myhalf4 vec4\n"
521 "#ifdef VERTEX_SHADER\n"
522 "uniform mat4 ModelViewProjectionMatrix;\n"
525 "#ifdef MODE_DEPTH_OR_SHADOW\n"
526 "#ifdef VERTEX_SHADER\n"
529 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
532 "#else // !MODE_DEPTH_ORSHADOW\n"
537 "#ifdef MODE_SHOWDEPTH\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
546 "#ifdef FRAGMENT_SHADER\n"
549 " gl_FragColor = gl_Color;\n"
552 "#else // !MODE_SHOWDEPTH\n"
557 "#ifdef MODE_POSTPROCESS\n"
558 "varying vec2 TexCoord1;\n"
559 "varying vec2 TexCoord2;\n"
561 "#ifdef VERTEX_SHADER\n"
564 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
565 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
567 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
572 "#ifdef FRAGMENT_SHADER\n"
573 "uniform sampler2D Texture_First;\n"
575 "uniform sampler2D Texture_Second;\n"
577 "#ifdef USEGAMMARAMPS\n"
578 "uniform sampler2D Texture_GammaRamps;\n"
580 "#ifdef USESATURATION\n"
581 "uniform float Saturation;\n"
583 "#ifdef USEVIEWTINT\n"
584 "uniform vec4 ViewTintColor;\n"
586 "//uncomment these if you want to use them:\n"
587 "uniform vec4 UserVec1;\n"
588 "// uniform vec4 UserVec2;\n"
589 "// uniform vec4 UserVec3;\n"
590 "// uniform vec4 UserVec4;\n"
591 "// uniform float ClientTime;\n"
592 "uniform vec2 PixelSize;\n"
595 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
597 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
599 "#ifdef USEVIEWTINT\n"
600 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
603 "#ifdef USEPOSTPROCESSING\n"
604 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
605 "// 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"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
608 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
609 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
610 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
611 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
614 "#ifdef USESATURATION\n"
615 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
616 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
617 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
618 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
621 "#ifdef USEGAMMARAMPS\n"
622 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
623 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
624 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
628 "#else // !MODE_POSTPROCESS\n"
633 "#ifdef MODE_GENERIC\n"
634 "#ifdef USEDIFFUSE\n"
635 "varying vec2 TexCoord1;\n"
637 "#ifdef USESPECULAR\n"
638 "varying vec2 TexCoord2;\n"
640 "#ifdef VERTEX_SHADER\n"
643 " gl_FrontColor = gl_Color;\n"
644 "#ifdef USEDIFFUSE\n"
645 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
647 "#ifdef USESPECULAR\n"
648 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
650 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
654 "#ifdef FRAGMENT_SHADER\n"
655 "#ifdef USEDIFFUSE\n"
656 "uniform sampler2D Texture_First;\n"
658 "#ifdef USESPECULAR\n"
659 "uniform sampler2D Texture_Second;\n"
664 " gl_FragColor = gl_Color;\n"
665 "#ifdef USEDIFFUSE\n"
666 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
669 "#ifdef USESPECULAR\n"
670 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
671 "# ifdef USECOLORMAPPING\n"
672 " gl_FragColor *= tex2;\n"
675 " gl_FragColor += tex2;\n"
677 "# ifdef USEVERTEXTEXTUREBLEND\n"
678 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
683 "#else // !MODE_GENERIC\n"
688 "#ifdef MODE_BLOOMBLUR\n"
689 "varying TexCoord;\n"
690 "#ifdef VERTEX_SHADER\n"
693 " gl_FrontColor = gl_Color;\n"
694 " TexCoord = gl_MultiTexCoord0.xy;\n"
695 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
699 "#ifdef FRAGMENT_SHADER\n"
700 "uniform sampler2D Texture_First;\n"
701 "uniform vec4 BloomBlur_Parameters;\n"
706 " vec2 tc = TexCoord;\n"
707 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
708 " tc += BloomBlur_Parameters.xy;\n"
709 " for (i = 1;i < SAMPLES;i++)\n"
711 " color += texture2D(Texture_First, tc).rgb;\n"
712 " tc += BloomBlur_Parameters.xy;\n"
714 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
717 "#else // !MODE_BLOOMBLUR\n"
718 "#ifdef MODE_REFRACTION\n"
719 "varying vec2 TexCoord;\n"
720 "varying vec4 ModelViewProjectionPosition;\n"
721 "uniform mat4 TexMatrix;\n"
722 "#ifdef VERTEX_SHADER\n"
726 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
727 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
728 " ModelViewProjectionPosition = gl_Position;\n"
732 "#ifdef FRAGMENT_SHADER\n"
733 "uniform sampler2D Texture_Normal;\n"
734 "uniform sampler2D Texture_Refraction;\n"
735 "uniform sampler2D Texture_Reflection;\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform vec4 RefractColor;\n"
741 "uniform vec4 ReflectColor;\n"
742 "uniform float ReflectFactor;\n"
743 "uniform float ReflectOffset;\n"
747 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
748 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
749 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
750 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
751 " // FIXME temporary hack to detect the case that the reflection\n"
752 " // gets blackened at edges due to leaving the area that contains actual\n"
754 " // Remove this 'ack once we have a better way to stop this thing from\n"
756 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
757 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
758 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
759 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
760 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
761 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
764 "#else // !MODE_REFRACTION\n"
769 "#ifdef MODE_WATER\n"
770 "varying vec2 TexCoord;\n"
771 "varying vec3 EyeVector;\n"
772 "varying vec4 ModelViewProjectionPosition;\n"
773 "#ifdef VERTEX_SHADER\n"
774 "uniform vec3 EyePosition;\n"
775 "uniform mat4 TexMatrix;\n"
779 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
780 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
781 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
782 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
783 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
784 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
785 " ModelViewProjectionPosition = gl_Position;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "uniform sampler2D Texture_Normal;\n"
791 "uniform sampler2D Texture_Refraction;\n"
792 "uniform sampler2D Texture_Reflection;\n"
794 "uniform vec4 DistortScaleRefractReflect;\n"
795 "uniform vec4 ScreenScaleRefractReflect;\n"
796 "uniform vec4 ScreenCenterRefractReflect;\n"
797 "uniform vec4 RefractColor;\n"
798 "uniform vec4 ReflectColor;\n"
799 "uniform float ReflectFactor;\n"
800 "uniform float ReflectOffset;\n"
804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
806 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " // FIXME temporary hack to detect the case that the reflection\n"
809 " // gets blackened at edges due to leaving the area that contains actual\n"
811 " // Remove this 'ack once we have a better way to stop this thing from\n"
813 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
814 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
815 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
817 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
818 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
819 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
820 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
821 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
822 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
823 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
824 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
827 "#else // !MODE_WATER\n"
832 "// common definitions between vertex shader and fragment shader:\n"
834 "varying vec2 TexCoord;\n"
835 "#ifdef USEVERTEXTEXTUREBLEND\n"
836 "varying vec2 TexCoord2;\n"
838 "#ifdef USELIGHTMAP\n"
839 "varying vec2 TexCoordLightmap;\n"
842 "#ifdef MODE_LIGHTSOURCE\n"
843 "varying vec3 CubeVector;\n"
846 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2D Texture_ScreenDepth;\n"
926 "uniform sampler2D Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2D Texture_ScreenDiffuse;\n"
930 "uniform sampler2D Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1125 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1126 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1127 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1189 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1190 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1191 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1316 "uniform myhalf2 PixelToScreenTexCoord;\n"
1319 " // calculate viewspace pixel position\n"
1320 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1322 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1323 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1324 " // decode viewspace pixel normal\n"
1325 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1326 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1327 " // surfacenormal = pixel normal in viewspace\n"
1328 " // LightVector = pixel to light in viewspace\n"
1329 " // CubeVector = position in lightspace\n"
1330 " // eyevector = pixel to view in viewspace\n"
1331 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1332 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1333 "#ifdef USEDIFFUSE\n"
1334 " // calculate diffuse shading\n"
1335 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1336 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1338 "#ifdef USESPECULAR\n"
1339 " // calculate directional shading\n"
1340 " vec3 eyevector = position * -1.0;\n"
1341 "# ifdef USEEXACTSPECULARMATH\n"
1342 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1344 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1345 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1349 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1350 " fade *= ShadowMapCompare(CubeVector);\n"
1353 "#ifdef USEDIFFUSE\n"
1354 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1356 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1358 "#ifdef USESPECULAR\n"
1359 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1361 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1364 "# ifdef USECUBEFILTER\n"
1365 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1366 " gl_FragData[0].rgb *= cubecolor;\n"
1367 " gl_FragData[1].rgb *= cubecolor;\n"
1370 "#endif // FRAGMENT_SHADER\n"
1371 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1376 "#ifdef VERTEX_SHADER\n"
1377 "uniform mat4 TexMatrix;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "uniform mat4 BackgroundTexMatrix;\n"
1381 "#ifdef MODE_LIGHTSOURCE\n"
1382 "uniform mat4 ModelToLight;\n"
1386 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1387 " gl_FrontColor = gl_Color;\n"
1389 " // copy the surface texcoord\n"
1390 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1391 "#ifdef USEVERTEXTEXTUREBLEND\n"
1392 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 "#ifdef USELIGHTMAP\n"
1395 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1398 "#ifdef MODE_LIGHTSOURCE\n"
1399 " // transform vertex position into light attenuation/cubemap space\n"
1400 " // (-1 to +1 across the light box)\n"
1401 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1403 "# ifdef USEDIFFUSE\n"
1404 " // transform unnormalized light direction into tangent space\n"
1405 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1406 " // normalize it per pixel)\n"
1407 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1408 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1409 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1410 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1414 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1415 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1416 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1417 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1420 " // transform unnormalized eye direction into tangent space\n"
1421 "#ifdef USEEYEVECTOR\n"
1422 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1423 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1424 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1425 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1429 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1430 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1433 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1434 " VectorS = gl_MultiTexCoord1.xyz;\n"
1435 " VectorT = gl_MultiTexCoord2.xyz;\n"
1436 " VectorR = gl_MultiTexCoord3.xyz;\n"
1439 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1440 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1442 "#ifdef USEREFLECTION\n"
1443 " ModelViewProjectionPosition = gl_Position;\n"
1446 "#endif // VERTEX_SHADER\n"
1451 "#ifdef FRAGMENT_SHADER\n"
1452 "#ifdef USEDEFERREDLIGHTMAP\n"
1453 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 "uniform myhalf3 DeferredMod_Diffuse;\n"
1455 "uniform myhalf3 DeferredMod_Specular;\n"
1457 "uniform myhalf3 Color_Ambient;\n"
1458 "uniform myhalf3 Color_Diffuse;\n"
1459 "uniform myhalf3 Color_Specular;\n"
1460 "uniform myhalf SpecularPower;\n"
1462 "uniform myhalf3 Color_Glow;\n"
1464 "uniform myhalf Alpha;\n"
1465 "#ifdef USEREFLECTION\n"
1466 "uniform vec4 DistortScaleRefractReflect;\n"
1467 "uniform vec4 ScreenScaleRefractReflect;\n"
1468 "uniform vec4 ScreenCenterRefractReflect;\n"
1469 "uniform myhalf4 ReflectColor;\n"
1471 "#ifdef MODE_LIGHTDIRECTION\n"
1472 "uniform myhalf3 LightColor;\n"
1474 "#ifdef MODE_LIGHTSOURCE\n"
1475 "uniform myhalf3 LightColor;\n"
1479 "#ifdef USEOFFSETMAPPING\n"
1480 " // apply offsetmapping\n"
1481 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1482 "#define TexCoord TexCoordOffset\n"
1485 " // combine the diffuse textures (base, pants, shirt)\n"
1486 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1487 "#ifdef USEALPHAKILL\n"
1488 " if (color.a < 0.5)\n"
1491 " color.a *= Alpha;\n"
1492 "#ifdef USECOLORMAPPING\n"
1493 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1495 "#ifdef USEVERTEXTEXTUREBLEND\n"
1496 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1497 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1498 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1499 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1501 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1504 " // get the surface normal\n"
1505 "#ifdef USEVERTEXTEXTUREBLEND\n"
1506 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1511 " // get the material colors\n"
1512 " myhalf3 diffusetex = color.rgb;\n"
1513 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1514 "# ifdef USEVERTEXTEXTUREBLEND\n"
1515 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1517 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1524 "#ifdef MODE_LIGHTSOURCE\n"
1525 " // light source\n"
1526 "#ifdef USEDIFFUSE\n"
1527 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1528 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1529 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1530 "#ifdef USESPECULAR\n"
1531 "#ifdef USEEXACTSPECULARMATH\n"
1532 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1534 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1535 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1537 " color.rgb += glosstex * (specular * Color_Specular);\n"
1540 " color.rgb = diffusetex * Color_Ambient;\n"
1542 " color.rgb *= LightColor;\n"
1543 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1544 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1545 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1547 "# ifdef USECUBEFILTER\n"
1548 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1550 "#endif // MODE_LIGHTSOURCE\n"
1555 "#ifdef MODE_LIGHTDIRECTION\n"
1557 "#ifdef USEDIFFUSE\n"
1558 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1560 "#define lightcolor LightColor\n"
1561 "#endif // MODE_LIGHTDIRECTION\n"
1562 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1564 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1565 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1566 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1567 " // convert modelspace light vector to tangentspace\n"
1568 " myhalf3 lightnormal;\n"
1569 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1570 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1571 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1572 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1573 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1574 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1575 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1576 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1577 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1578 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1579 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1580 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1581 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1582 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1583 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1585 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1586 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1587 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1593 "#ifdef MODE_LIGHTMAP\n"
1594 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1595 "#endif // MODE_LIGHTMAP\n"
1596 "#ifdef MODE_VERTEXCOLOR\n"
1597 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1598 "#endif // MODE_VERTEXCOLOR\n"
1599 "#ifdef MODE_FLATCOLOR\n"
1600 " color.rgb = diffusetex * Color_Ambient;\n"
1601 "#endif // MODE_FLATCOLOR\n"
1607 "# ifdef USEDIFFUSE\n"
1608 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 "# ifdef USESPECULAR\n"
1610 "# ifdef USEEXACTSPECULARMATH\n"
1611 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1613 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1614 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1616 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1618 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1621 " color.rgb = diffusetex * Color_Ambient;\n"
1625 "#ifdef USEDEFERREDLIGHTMAP\n"
1626 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1627 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1628 " color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1632 "#ifdef USEVERTEXTEXTUREBLEND\n"
1633 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1635 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1640 "#ifdef MODE_LIGHTSOURCE\n"
1641 " color.rgb *= myhalf(FogVertex());\n"
1643 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1647 " // 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"
1648 "#ifdef USEREFLECTION\n"
1649 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1650 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1651 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1652 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1653 " // FIXME temporary hack to detect the case that the reflection\n"
1654 " // gets blackened at edges due to leaving the area that contains actual\n"
1656 " // Remove this 'ack once we have a better way to stop this thing from\n"
1658 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1659 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1660 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1661 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1662 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1663 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1666 " gl_FragColor = vec4(color);\n"
1668 "#endif // FRAGMENT_SHADER\n"
1670 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1671 "#endif // !MODE_DEFERREDGEOMETRY\n"
1672 "#endif // !MODE_WATER\n"
1673 "#endif // !MODE_REFRACTION\n"
1674 "#endif // !MODE_BLOOMBLUR\n"
1675 "#endif // !MODE_GENERIC\n"
1676 "#endif // !MODE_POSTPROCESS\n"
1677 "#endif // !MODE_SHOWDEPTH\n"
1678 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1682 =========================================================================================================================================================
1686 =========================================================================================================================================================
1690 =========================================================================================================================================================
1694 =========================================================================================================================================================
1698 =========================================================================================================================================================
1702 =========================================================================================================================================================
1706 =========================================================================================================================================================
1709 const char *builtincgshaderstring =
1710 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1711 "// written by Forest 'LordHavoc' Hale\n"
1712 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1714 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1717 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1718 "#define USELIGHTMAP\n"
1720 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1721 "#define USEEYEVECTOR\n"
1724 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1725 "#ifdef VERTEX_SHADER\n"
1728 "float4 gl_Vertex : POSITION,\n"
1729 "uniform float4x4 ModelViewProjectionMatrix,\n"
1730 "out float4 gl_Position : POSITION\n"
1733 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1736 "#else // !MODE_DEPTH_ORSHADOW\n"
1741 "#ifdef MODE_SHOWDEPTH\n"
1742 "#ifdef VERTEX_SHADER\n"
1745 "float4 gl_Vertex : POSITION,\n"
1746 "uniform float4x4 ModelViewProjectionMatrix,\n"
1747 "out float4 gl_Position : POSITION,\n"
1748 "out float4 gl_FrontColor : COLOR0\n"
1751 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1752 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1756 "#ifdef FRAGMENT_SHADER\n"
1759 "float4 gl_FrontColor : COLOR0,\n"
1760 "out float4 gl_FragColor : COLOR\n"
1763 " gl_FragColor = gl_FrontColor;\n"
1766 "#else // !MODE_SHOWDEPTH\n"
1771 "#ifdef MODE_POSTPROCESS\n"
1773 "#ifdef VERTEX_SHADER\n"
1776 "float4 gl_Vertex : POSITION,\n"
1777 "uniform float4x4 ModelViewProjectionMatrix,\n"
1778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1780 "out float4 gl_Position : POSITION,\n"
1781 "out float2 TexCoord1 : TEXCOORD0,\n"
1782 "out float2 TexCoord2 : TEXCOORD1\n"
1785 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1786 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1788 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1793 "#ifdef FRAGMENT_SHADER\n"
1796 "float2 TexCoord1 : TEXCOORD0,\n"
1797 "float2 TexCoord2 : TEXCOORD1,\n"
1798 "uniform sampler2D Texture_First,\n"
1800 "uniform sampler2D Texture_Second,\n"
1802 "#ifdef USEGAMMARAMPS\n"
1803 "uniform sampler2D Texture_GammaRamps,\n"
1805 "#ifdef USESATURATION\n"
1806 "uniform float Saturation,\n"
1808 "#ifdef USEVIEWTINT\n"
1809 "uniform float4 ViewTintColor,\n"
1811 "uniform float4 UserVec1,\n"
1812 "uniform float4 UserVec2,\n"
1813 "uniform float4 UserVec3,\n"
1814 "uniform float4 UserVec4,\n"
1815 "uniform float ClientTime,\n"
1816 "uniform float2 PixelSize,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1820 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1822 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1824 "#ifdef USEVIEWTINT\n"
1825 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1828 "#ifdef USEPOSTPROCESSING\n"
1829 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1830 "// 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"
1831 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1832 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1833 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1834 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1835 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1836 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1839 "#ifdef USESATURATION\n"
1840 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1841 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1842 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1843 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1846 "#ifdef USEGAMMARAMPS\n"
1847 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1848 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1849 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1853 "#else // !MODE_POSTPROCESS\n"
1858 "#ifdef MODE_GENERIC\n"
1859 "#ifdef VERTEX_SHADER\n"
1862 "float4 gl_Vertex : POSITION,\n"
1863 "uniform float4x4 ModelViewProjectionMatrix,\n"
1864 "float4 gl_Color : COLOR0,\n"
1865 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1866 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1867 "out float4 gl_Position : POSITION,\n"
1868 "out float4 gl_FrontColor : COLOR,\n"
1869 "out float2 TexCoord1 : TEXCOORD0,\n"
1870 "out float2 TexCoord2 : TEXCOORD1\n"
1873 " gl_FrontColor = gl_Color;\n"
1874 "#ifdef USEDIFFUSE\n"
1875 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1877 "#ifdef USESPECULAR\n"
1878 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1880 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1888 "float4 gl_FrontColor : COLOR,\n"
1889 "float2 TexCoord1 : TEXCOORD0,\n"
1890 "float2 TexCoord2 : TEXCOORD1,\n"
1891 "#ifdef USEDIFFUSE\n"
1892 "uniform sampler2D Texture_First,\n"
1894 "#ifdef USESPECULAR\n"
1895 "uniform sampler2D Texture_Second,\n"
1897 "out float4 gl_FragColor : COLOR\n"
1900 " gl_FragColor = gl_FrontColor;\n"
1901 "#ifdef USEDIFFUSE\n"
1902 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1905 "#ifdef USESPECULAR\n"
1906 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1907 "# ifdef USECOLORMAPPING\n"
1908 " gl_FragColor *= tex2;\n"
1911 " gl_FragColor += tex2;\n"
1913 "# ifdef USEVERTEXTEXTUREBLEND\n"
1914 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1919 "#else // !MODE_GENERIC\n"
1924 "#ifdef MODE_BLOOMBLUR\n"
1925 "#ifdef VERTEX_SHADER\n"
1928 "float4 gl_Vertex : POSITION,\n"
1929 "uniform float4x4 ModelViewProjectionMatrix,\n"
1930 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1931 "out float4 gl_Position : POSITION,\n"
1932 "out float2 TexCoord : TEXCOORD0\n"
1935 " TexCoord = gl_MultiTexCoord0.xy;\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1940 "#ifdef FRAGMENT_SHADER\n"
1944 "float2 TexCoord : TEXCOORD0,\n"
1945 "uniform sampler2D Texture_First,\n"
1946 "uniform float4 BloomBlur_Parameters,\n"
1947 "out float4 gl_FragColor : COLOR\n"
1951 " float2 tc = TexCoord;\n"
1952 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1953 " tc += BloomBlur_Parameters.xy;\n"
1954 " for (i = 1;i < SAMPLES;i++)\n"
1956 " color += tex2D(Texture_First, tc).rgb;\n"
1957 " tc += BloomBlur_Parameters.xy;\n"
1959 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1962 "#else // !MODE_BLOOMBLUR\n"
1963 "#ifdef MODE_REFRACTION\n"
1964 "#ifdef VERTEX_SHADER\n"
1967 "float4 gl_Vertex : POSITION,\n"
1968 "uniform float4x4 ModelViewProjectionMatrix,\n"
1969 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1970 "uniform float4x4 TexMatrix,\n"
1971 "uniform float3 EyePosition,\n"
1972 "out float4 gl_Position : POSITION,\n"
1973 "out float2 TexCoord : TEXCOORD0,\n"
1974 "out float3 EyeVector : TEXCOORD1,\n"
1975 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1978 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1979 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1980 " ModelViewProjectionPosition = gl_Position;\n"
1984 "#ifdef FRAGMENT_SHADER\n"
1987 "float2 TexCoord : TEXCOORD0,\n"
1988 "float3 EyeVector : TEXCOORD1,\n"
1989 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1990 "uniform sampler2D Texture_Normal,\n"
1991 "uniform sampler2D Texture_Refraction,\n"
1992 "uniform sampler2D Texture_Reflection,\n"
1993 "uniform float4 DistortScaleRefractReflect,\n"
1994 "uniform float4 ScreenScaleRefractReflect,\n"
1995 "uniform float4 ScreenCenterRefractReflect,\n"
1996 "uniform float4 RefractColor,\n"
1997 "out float4 gl_FragColor : COLOR\n"
2000 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2001 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2002 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2003 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2004 " // FIXME temporary hack to detect the case that the reflection\n"
2005 " // gets blackened at edges due to leaving the area that contains actual\n"
2007 " // Remove this 'ack once we have a better way to stop this thing from\n"
2009 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2010 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2011 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2012 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2013 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2014 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2017 "#else // !MODE_REFRACTION\n"
2022 "#ifdef MODE_WATER\n"
2023 "#ifdef VERTEX_SHADER\n"
2027 "float4 gl_Vertex : POSITION,\n"
2028 "uniform float4x4 ModelViewProjectionMatrix,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "uniform float4x4 TexMatrix,\n"
2031 "uniform float3 EyePosition,\n"
2032 "out float4 gl_Position : POSITION,\n"
2033 "out float2 TexCoord : TEXCOORD0,\n"
2034 "out float3 EyeVector : TEXCOORD1,\n"
2035 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2038 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2039 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2040 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2041 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2042 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 " ModelViewProjectionPosition = gl_Position;\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2051 "float2 TexCoord : TEXCOORD0,\n"
2052 "float3 EyeVector : TEXCOORD1,\n"
2053 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2054 "uniform sampler2D Texture_Normal,\n"
2055 "uniform sampler2D Texture_Refraction,\n"
2056 "uniform sampler2D Texture_Reflection,\n"
2057 "uniform float4 DistortScaleRefractReflect,\n"
2058 "uniform float4 ScreenScaleRefractReflect,\n"
2059 "uniform float4 ScreenCenterRefractReflect,\n"
2060 "uniform float4 RefractColor,\n"
2061 "uniform float4 ReflectColor,\n"
2062 "uniform float ReflectFactor,\n"
2063 "uniform float ReflectOffset,\n"
2064 "out float4 gl_FragColor : COLOR\n"
2067 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2068 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2069 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2070 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2071 " // FIXME temporary hack to detect the case that the reflection\n"
2072 " // gets blackened at edges due to leaving the area that contains actual\n"
2074 " // Remove this 'ack once we have a better way to stop this thing from\n"
2076 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2077 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2078 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2079 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2080 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2081 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2083 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2084 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2085 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2086 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2087 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2090 "#else // !MODE_WATER\n"
2095 "// 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"
2097 "// fragment shader specific:\n"
2098 "#ifdef FRAGMENT_SHADER\n"
2101 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2104 "#ifdef USEFOGOUTSIDE\n"
2105 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2107 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2109 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2113 "#ifdef USEOFFSETMAPPING\n"
2114 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2116 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2117 " // 14 sample relief mapping: linear search and then binary search\n"
2118 " // this basically steps forward a small amount repeatedly until it finds\n"
2119 " // itself inside solid, then jitters forward and back using decreasing\n"
2120 " // amounts to find the impact\n"
2121 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2122 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2123 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2124 " float3 RT = float3(TexCoord, 1);\n"
2125 " OffsetVector *= 0.1;\n"
2126 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2127 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2128 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2129 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2130 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2131 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2132 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2133 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2134 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2135 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2136 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2137 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2138 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2139 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2142 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2143 " // this basically moves forward the full distance, and then backs up based\n"
2144 " // on height of samples\n"
2145 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2146 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2147 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2148 " TexCoord += OffsetVector;\n"
2149 " OffsetVector *= 0.333;\n"
2150 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2151 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2152 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2153 " return TexCoord;\n"
2156 "#endif // USEOFFSETMAPPING\n"
2158 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2159 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2160 "# ifndef USESHADOWMAPVSDCT\n"
2161 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2163 " float3 adir = abs(dir);\n"
2167 " if (adir.x > adir.y)\n"
2169 " if (adir.x > adir.z) // X\n"
2173 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2179 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2184 " if (adir.y > adir.z) // Y\n"
2188 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2194 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2198 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2199 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2200 " stc.z += ShadowMap_Parameters.z;\n"
2204 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2206 " float3 adir = abs(dir);\n"
2207 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2208 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2209 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2210 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2211 " stc.z += ShadowMap_Parameters.z;\n"
2215 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "#ifdef USESHADOWMAPCUBE\n"
2218 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2220 " float3 adir = abs(dir);\n"
2221 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2225 "# ifdef USESHADOWMAPRECT\n"
2226 "#ifdef USESHADOWMAPVSDCT\n"
2227 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2232 "#ifdef USESHADOWMAPVSDCT\n"
2233 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2235 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2238 "# ifdef USESHADOWSAMPLER\n"
2240 "# ifdef USESHADOWMAPPCF\n"
2241 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2242 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2244 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2249 "# ifdef USESHADOWMAPPCF\n"
2250 "# if USESHADOWMAPPCF > 1\n"
2251 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2252 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2253 " 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"
2254 " 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"
2255 " 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"
2256 " 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"
2257 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2258 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2260 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2261 " float2 offset = frac(shadowmaptc.xy);\n"
2262 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2263 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2264 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2265 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2266 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2269 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2277 "# ifdef USESHADOWMAP2D\n"
2278 "#ifdef USESHADOWMAPVSDCT\n"
2279 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2281 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2284 "#ifdef USESHADOWMAPVSDCT\n"
2285 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2287 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2291 "# ifdef USESHADOWSAMPLER\n"
2292 "# ifdef USESHADOWMAPPCF\n"
2293 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2294 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2295 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2297 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2300 "# ifdef USESHADOWMAPPCF\n"
2301 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2302 "# ifdef GL_ARB_texture_gather\n"
2303 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2305 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2307 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2308 " center *= ShadowMap_TextureScale;\n"
2309 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2310 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2311 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2312 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2313 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2314 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2315 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2317 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2318 "# if USESHADOWMAPPCF > 1\n"
2319 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2320 " center *= ShadowMap_TextureScale;\n"
2321 " 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"
2322 " 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"
2323 " 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"
2324 " 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"
2325 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2326 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2328 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2329 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2330 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2331 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2332 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2333 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2337 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2344 "# ifdef USESHADOWMAPCUBE\n"
2345 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2347 " // apply depth texture cubemap as light filter\n"
2348 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2350 "# ifdef USESHADOWSAMPLER\n"
2351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2353 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2359 "#endif // FRAGMENT_SHADER\n"
2364 "#ifdef MODE_DEFERREDGEOMETRY\n"
2365 "#ifdef VERTEX_SHADER\n"
2368 "float4 gl_Vertex : POSITION,\n"
2369 "uniform float4x4 ModelViewProjectionMatrix,\n"
2370 "#ifdef USEVERTEXTEXTUREBLEND\n"
2371 "float4 gl_Color : COLOR0,\n"
2373 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2374 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2375 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2376 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2377 "uniform float4x4 TexMatrix,\n"
2378 "#ifdef USEVERTEXTEXTUREBLEND\n"
2379 "uniform float4x4 BackgroundTexMatrix,\n"
2381 "uniform float4x4 ModelViewMatrix,\n"
2382 "#ifdef USEOFFSETMAPPING\n"
2383 "uniform float3 EyePosition,\n"
2385 "out float4 gl_Position : POSITION,\n"
2386 "out float4 gl_FrontColor : COLOR,\n"
2387 "out float4 TexCoordBoth : TEXCOORD0,\n"
2388 "#ifdef USEOFFSETMAPPING\n"
2389 "out float3 EyeVector : TEXCOORD2,\n"
2391 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2392 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2393 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2396 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2397 "#ifdef USEVERTEXTEXTUREBLEND\n"
2398 " gl_FrontColor = gl_Color;\n"
2399 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2402 " // transform unnormalized eye direction into tangent space\n"
2403 "#ifdef USEOFFSETMAPPING\n"
2404 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2405 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2406 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2407 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2410 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2411 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2412 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2413 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2415 "#endif // VERTEX_SHADER\n"
2417 "#ifdef FRAGMENT_SHADER\n"
2420 "float4 TexCoordBoth : TEXCOORD0,\n"
2421 "float3 EyeVector : TEXCOORD2,\n"
2422 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2423 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2424 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2425 "uniform sampler2D Texture_Normal,\n"
2426 "#ifdef USEALPHAKILL\n"
2427 "uniform sampler2D Texture_Color,\n"
2429 "#ifdef USEVERTEXTEXTUREBLEND\n"
2430 "uniform sampler2D Texture_SecondaryNormal,\n"
2432 "#ifdef USEOFFSETMAPPING\n"
2433 "uniform float OffsetMapping_Scale,\n"
2435 "uniform half SpecularPower,\n"
2436 "out float4 gl_FragColor : COLOR\n"
2439 " float2 TexCoord = TexCoordBoth.xy;\n"
2440 "#ifdef USEOFFSETMAPPING\n"
2441 " // apply offsetmapping\n"
2442 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2443 "#define TexCoord TexCoordOffset\n"
2446 "#ifdef USEALPHAKILL\n"
2447 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2451 "#ifdef USEVERTEXTEXTUREBLEND\n"
2452 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2453 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2454 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2455 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2458 "#ifdef USEVERTEXTEXTUREBLEND\n"
2459 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2461 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2464 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2466 "#endif // FRAGMENT_SHADER\n"
2467 "#else // !MODE_DEFERREDGEOMETRY\n"
2472 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2473 "#ifdef VERTEX_SHADER\n"
2476 "float4 gl_Vertex : POSITION,\n"
2477 "uniform float4x4 ModelViewProjectionMatrix,\n"
2478 "uniform float4x4 ModelViewMatrix,\n"
2479 "out float4 gl_Position : POSITION,\n"
2480 "out float4 ModelViewPosition : TEXCOORD0\n"
2483 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2484 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2486 "#endif // VERTEX_SHADER\n"
2488 "#ifdef FRAGMENT_SHADER\n"
2491 "float2 Pixel : WPOS,\n"
2492 "float4 ModelViewPosition : TEXCOORD0,\n"
2493 "uniform float4x4 ViewToLight,\n"
2494 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2495 "uniform float3 LightPosition,\n"
2496 "uniform half2 PixelToScreenTexCoord,\n"
2497 "uniform half3 DeferredColor_Ambient,\n"
2498 "uniform half3 DeferredColor_Diffuse,\n"
2499 "#ifdef USESPECULAR\n"
2500 "uniform half3 DeferredColor_Specular,\n"
2501 "uniform half SpecularPower,\n"
2503 "uniform sampler2D Texture_Attenuation,\n"
2504 "uniform sampler2D Texture_ScreenDepth,\n"
2505 "uniform sampler2D Texture_ScreenNormalMap,\n"
2507 "#ifdef USESHADOWMAPRECT\n"
2508 "# ifdef USESHADOWSAMPLER\n"
2509 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2511 "uniform samplerRECT Texture_ShadowMapRect,\n"
2515 "#ifdef USESHADOWMAP2D\n"
2516 "# ifdef USESHADOWSAMPLER\n"
2517 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2519 "uniform sampler2D Texture_ShadowMap2D,\n"
2523 "#ifdef USESHADOWMAPVSDCT\n"
2524 "uniform samplerCUBE Texture_CubeProjection,\n"
2527 "#ifdef USESHADOWMAPCUBE\n"
2528 "# ifdef USESHADOWSAMPLER\n"
2529 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2531 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2535 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2536 "uniform float2 ShadowMap_TextureScale,\n"
2537 "uniform float4 ShadowMap_Parameters,\n"
2540 "out float4 gl_FragData0 : COLOR0,\n"
2541 "out float4 gl_FragData1 : COLOR1\n"
2544 " // calculate viewspace pixel position\n"
2545 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2546 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2547 " float3 position;\n"
2548 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2549 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2550 " // decode viewspace pixel normal\n"
2551 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2552 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2553 " // surfacenormal = pixel normal in viewspace\n"
2554 " // LightVector = pixel to light in viewspace\n"
2555 " // CubeVector = position in lightspace\n"
2556 " // eyevector = pixel to view in viewspace\n"
2557 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2558 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2559 "#ifdef USEDIFFUSE\n"
2560 " // calculate diffuse shading\n"
2561 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2562 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2564 "#ifdef USESPECULAR\n"
2565 " // calculate directional shading\n"
2566 " float3 eyevector = position * -1.0;\n"
2567 "# ifdef USEEXACTSPECULARMATH\n"
2568 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2570 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2571 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2575 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2576 " fade *= ShadowMapCompare(CubeVector,\n"
2577 "# if defined(USESHADOWMAP2D)\n"
2578 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2580 "# if defined(USESHADOWMAPRECT)\n"
2581 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2583 "# if defined(USESHADOWMAPCUBE)\n"
2584 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2587 "#ifdef USESHADOWMAPVSDCT\n"
2588 ", Texture_CubeProjection\n"
2593 "#ifdef USEDIFFUSE\n"
2594 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2596 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2598 "#ifdef USESPECULAR\n"
2599 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2601 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2604 "# ifdef USECUBEFILTER\n"
2605 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2606 " gl_FragData0.rgb *= cubecolor;\n"
2607 " gl_FragData1.rgb *= cubecolor;\n"
2610 "#endif // FRAGMENT_SHADER\n"
2611 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2616 "#ifdef VERTEX_SHADER\n"
2619 "float4 gl_Vertex : POSITION,\n"
2620 "uniform float4x4 ModelViewProjectionMatrix,\n"
2621 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2622 "float4 gl_Color : COLOR0,\n"
2624 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2625 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2626 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2627 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2628 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2630 "uniform float3 EyePosition,\n"
2631 "uniform float4x4 TexMatrix,\n"
2632 "#ifdef USEVERTEXTEXTUREBLEND\n"
2633 "uniform float4x4 BackgroundTexMatrix,\n"
2635 "#ifdef MODE_LIGHTSOURCE\n"
2636 "uniform float4x4 ModelToLight,\n"
2638 "#ifdef MODE_LIGHTSOURCE\n"
2639 "uniform float3 LightPosition,\n"
2641 "#ifdef MODE_LIGHTDIRECTION\n"
2642 "uniform float3 LightDir,\n"
2644 "uniform float4 FogPlane,\n"
2645 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2646 "uniform float3 LightPosition,\n"
2649 "out float4 gl_FrontColor : COLOR,\n"
2650 "out float4 TexCoordBoth : TEXCOORD0,\n"
2651 "#ifdef USELIGHTMAP\n"
2652 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2654 "#ifdef USEEYEVECTOR\n"
2655 "out float3 EyeVector : TEXCOORD2,\n"
2657 "#ifdef USEREFLECTION\n"
2658 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2661 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2663 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2664 "out float3 LightVector : TEXCOORD5,\n"
2666 "#ifdef MODE_LIGHTSOURCE\n"
2667 "out float3 CubeVector : TEXCOORD3,\n"
2669 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2670 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2671 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2672 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2674 "out float4 gl_Position : POSITION\n"
2677 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2678 " gl_FrontColor = gl_Color;\n"
2680 " // copy the surface texcoord\n"
2681 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2682 "#ifdef USEVERTEXTEXTUREBLEND\n"
2683 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2685 "#ifdef USELIGHTMAP\n"
2686 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2689 "#ifdef MODE_LIGHTSOURCE\n"
2690 " // transform vertex position into light attenuation/cubemap space\n"
2691 " // (-1 to +1 across the light box)\n"
2692 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2694 "# ifdef USEDIFFUSE\n"
2695 " // transform unnormalized light direction into tangent space\n"
2696 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2697 " // normalize it per pixel)\n"
2698 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2699 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2700 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2701 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2705 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2706 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2707 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2708 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2711 " // transform unnormalized eye direction into tangent space\n"
2712 "#ifdef USEEYEVECTOR\n"
2713 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2714 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2715 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2716 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2720 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2721 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2724 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2725 " VectorS = gl_MultiTexCoord1.xyz;\n"
2726 " VectorT = gl_MultiTexCoord2.xyz;\n"
2727 " VectorR = gl_MultiTexCoord3.xyz;\n"
2730 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2731 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2733 "#ifdef USEREFLECTION\n"
2734 " ModelViewProjectionPosition = gl_Position;\n"
2737 "#endif // VERTEX_SHADER\n"
2742 "#ifdef FRAGMENT_SHADER\n"
2745 "#ifdef USEDEFERREDLIGHTMAP\n"
2746 "float2 Pixel : WPOS,\n"
2748 "float4 gl_FrontColor : COLOR,\n"
2749 "float4 TexCoordBoth : TEXCOORD0,\n"
2750 "#ifdef USELIGHTMAP\n"
2751 "float2 TexCoordLightmap : TEXCOORD1,\n"
2753 "#ifdef USEEYEVECTOR\n"
2754 "float3 EyeVector : TEXCOORD2,\n"
2756 "#ifdef USEREFLECTION\n"
2757 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2760 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2762 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2763 "float3 LightVector : TEXCOORD5,\n"
2765 "#ifdef MODE_LIGHTSOURCE\n"
2766 "float3 CubeVector : TEXCOORD3,\n"
2768 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2769 "float4 ModelViewPosition : TEXCOORD0,\n"
2771 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2772 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2773 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2774 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2777 "uniform sampler2D Texture_Normal,\n"
2778 "uniform sampler2D Texture_Color,\n"
2779 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2780 "uniform sampler2D Texture_Gloss,\n"
2783 "uniform sampler2D Texture_Glow,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform sampler2D Texture_SecondaryNormal,\n"
2787 "uniform sampler2D Texture_SecondaryColor,\n"
2788 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2789 "uniform sampler2D Texture_SecondaryGloss,\n"
2792 "uniform sampler2D Texture_SecondaryGlow,\n"
2795 "#ifdef USECOLORMAPPING\n"
2796 "uniform sampler2D Texture_Pants,\n"
2797 "uniform sampler2D Texture_Shirt,\n"
2800 "uniform sampler2D Texture_FogMask,\n"
2802 "#ifdef USELIGHTMAP\n"
2803 "uniform sampler2D Texture_Lightmap,\n"
2805 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2806 "uniform sampler2D Texture_Deluxemap,\n"
2808 "#ifdef USEREFLECTION\n"
2809 "uniform sampler2D Texture_Reflection,\n"
2812 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2813 "uniform sampler2D Texture_ScreenDepth,\n"
2814 "uniform sampler2D Texture_ScreenNormalMap,\n"
2816 "#ifdef USEDEFERREDLIGHTMAP\n"
2817 "uniform sampler2D Texture_ScreenDiffuse,\n"
2818 "uniform sampler2D Texture_ScreenSpecular,\n"
2821 "#ifdef USECOLORMAPPING\n"
2822 "uniform half3 Color_Pants,\n"
2823 "uniform half3 Color_Shirt,\n"
2826 "uniform float3 FogColor,\n"
2827 "uniform float FogRangeRecip,\n"
2828 "uniform float FogPlaneViewDist,\n"
2829 "uniform float FogHeightFade,\n"
2832 "#ifdef USEOFFSETMAPPING\n"
2833 "uniform float OffsetMapping_Scale,\n"
2836 "#ifdef USEDEFERREDLIGHTMAP\n"
2837 "uniform half2 PixelToScreenTexCoord,\n"
2838 "uniform half3 DeferredMod_Diffuse,\n"
2839 "uniform half3 DeferredMod_Specular,\n"
2841 "uniform half3 Color_Ambient,\n"
2842 "uniform half3 Color_Diffuse,\n"
2843 "uniform half3 Color_Specular,\n"
2844 "uniform half SpecularPower,\n"
2846 "uniform half3 Color_Glow,\n"
2848 "uniform half Alpha,\n"
2849 "#ifdef USEREFLECTION\n"
2850 "uniform float4 DistortScaleRefractReflect,\n"
2851 "uniform float4 ScreenScaleRefractReflect,\n"
2852 "uniform float4 ScreenCenterRefractReflect,\n"
2853 "uniform half4 ReflectColor,\n"
2855 "#ifdef MODE_LIGHTDIRECTION\n"
2856 "uniform half3 LightColor,\n"
2858 "#ifdef MODE_LIGHTSOURCE\n"
2859 "uniform half3 LightColor,\n"
2862 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2863 "uniform sampler2D Texture_Attenuation,\n"
2864 "uniform samplerCUBE Texture_Cube,\n"
2866 "#ifdef USESHADOWMAPRECT\n"
2867 "# ifdef USESHADOWSAMPLER\n"
2868 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2870 "uniform samplerRECT Texture_ShadowMapRect,\n"
2874 "#ifdef USESHADOWMAP2D\n"
2875 "# ifdef USESHADOWSAMPLER\n"
2876 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2878 "uniform sampler2D Texture_ShadowMap2D,\n"
2882 "#ifdef USESHADOWMAPVSDCT\n"
2883 "uniform samplerCUBE Texture_CubeProjection,\n"
2886 "#ifdef USESHADOWMAPCUBE\n"
2887 "# ifdef USESHADOWSAMPLER\n"
2888 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2890 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2894 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2895 "uniform float2 ShadowMap_TextureScale,\n"
2896 "uniform float4 ShadowMap_Parameters,\n"
2898 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2900 "out float4 gl_FragColor : COLOR\n"
2903 " float2 TexCoord = TexCoordBoth.xy;\n"
2904 "#ifdef USEVERTEXTEXTUREBLEND\n"
2905 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2907 "#ifdef USEOFFSETMAPPING\n"
2908 " // apply offsetmapping\n"
2909 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2910 "#define TexCoord TexCoordOffset\n"
2913 " // combine the diffuse textures (base, pants, shirt)\n"
2914 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2915 "#ifdef USEALPHAKILL\n"
2916 " if (color.a < 0.5)\n"
2919 " color.a *= Alpha;\n"
2920 "#ifdef USECOLORMAPPING\n"
2921 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2923 "#ifdef USEVERTEXTEXTUREBLEND\n"
2924 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2925 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2926 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2927 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2929 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2932 " // get the surface normal\n"
2933 "#ifdef USEVERTEXTEXTUREBLEND\n"
2934 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2936 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2939 " // get the material colors\n"
2940 " half3 diffusetex = color.rgb;\n"
2941 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2942 "# ifdef USEVERTEXTEXTUREBLEND\n"
2943 " half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2945 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2952 "#ifdef MODE_LIGHTSOURCE\n"
2953 " // light source\n"
2954 "#ifdef USEDIFFUSE\n"
2955 " half3 lightnormal = half3(normalize(LightVector));\n"
2956 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2957 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2958 "#ifdef USESPECULAR\n"
2959 "#ifdef USEEXACTSPECULARMATH\n"
2960 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2962 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2963 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2965 " color.rgb += glosstex * (specular * Color_Specular);\n"
2968 " color.rgb = diffusetex * Color_Ambient;\n"
2970 " color.rgb *= LightColor;\n"
2971 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2972 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2973 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2974 "# if defined(USESHADOWMAP2D)\n"
2975 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2977 "# if defined(USESHADOWMAPRECT)\n"
2978 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2980 "# if defined(USESHADOWMAPCUBE)\n"
2981 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2984 "#ifdef USESHADOWMAPVSDCT\n"
2985 ", Texture_CubeProjection\n"
2990 "# ifdef USECUBEFILTER\n"
2991 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2993 "#endif // MODE_LIGHTSOURCE\n"
2998 "#ifdef MODE_LIGHTDIRECTION\n"
3000 "#ifdef USEDIFFUSE\n"
3001 " half3 lightnormal = half3(normalize(LightVector));\n"
3003 "#define lightcolor LightColor\n"
3004 "#endif // MODE_LIGHTDIRECTION\n"
3005 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3007 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3008 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3009 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3010 " // convert modelspace light vector to tangentspace\n"
3011 " half3 lightnormal;\n"
3012 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3013 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3014 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3015 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3016 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3017 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3018 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3019 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3020 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3021 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3022 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3023 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3024 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3025 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3026 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3028 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3029 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3030 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3036 "#ifdef MODE_LIGHTMAP\n"
3037 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3038 "#endif // MODE_LIGHTMAP\n"
3039 "#ifdef MODE_VERTEXCOLOR\n"
3040 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3041 "#endif // MODE_VERTEXCOLOR\n"
3042 "#ifdef MODE_FLATCOLOR\n"
3043 " color.rgb = diffusetex * Color_Ambient;\n"
3044 "#endif // MODE_FLATCOLOR\n"
3050 "# ifdef USEDIFFUSE\n"
3051 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3052 "# ifdef USESPECULAR\n"
3053 "# ifdef USEEXACTSPECULARMATH\n"
3054 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3056 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3057 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3059 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3061 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3064 " color.rgb = diffusetex * Color_Ambient;\n"
3068 "#ifdef USEDEFERREDLIGHTMAP\n"
3069 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3070 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3071 " color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3075 "#ifdef USEVERTEXTEXTUREBLEND\n"
3076 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3078 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3083 "#ifdef MODE_LIGHTSOURCE\n"
3084 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3086 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3090 " // 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"
3091 "#ifdef USEREFLECTION\n"
3092 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3093 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3094 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3095 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3096 " // FIXME temporary hack to detect the case that the reflection\n"
3097 " // gets blackened at edges due to leaving the area that contains actual\n"
3099 " // Remove this 'ack once we have a better way to stop this thing from\n"
3101 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3102 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3103 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3104 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3105 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3106 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3109 " gl_FragColor = float4(color);\n"
3111 "#endif // FRAGMENT_SHADER\n"
3113 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3114 "#endif // !MODE_DEFERREDGEOMETRY\n"
3115 "#endif // !MODE_WATER\n"
3116 "#endif // !MODE_REFRACTION\n"
3117 "#endif // !MODE_BLOOMBLUR\n"
3118 "#endif // !MODE_GENERIC\n"
3119 "#endif // !MODE_POSTPROCESS\n"
3120 "#endif // !MODE_SHOWDEPTH\n"
3121 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3124 char *glslshaderstring = NULL;
3125 char *cgshaderstring = NULL;
3127 //=======================================================================================================================================================
3129 typedef struct shaderpermutationinfo_s
3131 const char *pretext;
3134 shaderpermutationinfo_t;
3136 typedef struct shadermodeinfo_s
3138 const char *vertexfilename;
3139 const char *geometryfilename;
3140 const char *fragmentfilename;
3141 const char *pretext;
3146 typedef enum shaderpermutation_e
3148 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3149 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3150 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3151 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3152 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3153 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3154 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3155 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3156 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3157 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3158 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3159 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3160 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3161 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3162 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3163 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3164 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3165 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3166 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3167 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3168 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3169 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3170 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3171 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3172 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3173 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3174 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3175 SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
3177 shaderpermutation_t;
3179 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3180 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3182 {"#define USEDIFFUSE\n", " diffuse"},
3183 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3184 {"#define USEVIEWTINT\n", " viewtint"},
3185 {"#define USECOLORMAPPING\n", " colormapping"},
3186 {"#define USESATURATION\n", " saturation"},
3187 {"#define USEFOGINSIDE\n", " foginside"},
3188 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3189 {"#define USEGAMMARAMPS\n", " gammaramps"},
3190 {"#define USECUBEFILTER\n", " cubefilter"},
3191 {"#define USEGLOW\n", " glow"},
3192 {"#define USEBLOOM\n", " bloom"},
3193 {"#define USESPECULAR\n", " specular"},
3194 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3195 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3196 {"#define USEREFLECTION\n", " reflection"},
3197 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3198 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3199 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3200 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3201 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3202 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3203 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3204 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3205 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3206 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3207 {"#define USEALPHAKILL\n", " alphakill"},
3210 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3211 typedef enum shadermode_e
3213 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3214 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3215 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3216 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3217 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3218 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3219 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3220 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3221 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3222 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3223 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3224 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3225 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3226 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3227 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3232 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3233 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3235 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3236 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3237 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3238 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3239 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3240 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3241 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3242 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3243 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3244 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3245 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3246 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3247 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3248 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3249 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3253 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3255 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3256 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3257 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3258 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3259 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3260 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3261 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3262 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3263 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3264 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3265 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3266 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3267 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3268 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3269 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3273 struct r_glsl_permutation_s;
3274 typedef struct r_glsl_permutation_s
3276 /// hash lookup data
3277 struct r_glsl_permutation_s *hashnext;
3279 unsigned int permutation;
3281 /// indicates if we have tried compiling this permutation already
3283 /// 0 if compilation failed
3285 /// locations of detected uniforms in program object, or -1 if not found
3286 int loc_Texture_First;
3287 int loc_Texture_Second;
3288 int loc_Texture_GammaRamps;
3289 int loc_Texture_Normal;
3290 int loc_Texture_Color;
3291 int loc_Texture_Gloss;
3292 int loc_Texture_Glow;
3293 int loc_Texture_SecondaryNormal;
3294 int loc_Texture_SecondaryColor;
3295 int loc_Texture_SecondaryGloss;
3296 int loc_Texture_SecondaryGlow;
3297 int loc_Texture_Pants;
3298 int loc_Texture_Shirt;
3299 int loc_Texture_FogMask;
3300 int loc_Texture_Lightmap;
3301 int loc_Texture_Deluxemap;
3302 int loc_Texture_Attenuation;
3303 int loc_Texture_Cube;
3304 int loc_Texture_Refraction;
3305 int loc_Texture_Reflection;
3306 int loc_Texture_ShadowMapRect;
3307 int loc_Texture_ShadowMapCube;
3308 int loc_Texture_ShadowMap2D;
3309 int loc_Texture_CubeProjection;
3310 int loc_Texture_ScreenDepth;
3311 int loc_Texture_ScreenNormalMap;
3312 int loc_Texture_ScreenDiffuse;
3313 int loc_Texture_ScreenSpecular;
3315 int loc_BloomBlur_Parameters;
3317 int loc_Color_Ambient;
3318 int loc_Color_Diffuse;
3319 int loc_Color_Specular;
3321 int loc_Color_Pants;
3322 int loc_Color_Shirt;
3323 int loc_DeferredColor_Ambient;
3324 int loc_DeferredColor_Diffuse;
3325 int loc_DeferredColor_Specular;
3326 int loc_DeferredMod_Diffuse;
3327 int loc_DeferredMod_Specular;
3328 int loc_DistortScaleRefractReflect;
3329 int loc_EyePosition;
3331 int loc_FogHeightFade;
3333 int loc_FogPlaneViewDist;
3334 int loc_FogRangeRecip;
3337 int loc_LightPosition;
3338 int loc_OffsetMapping_Scale;
3340 int loc_ReflectColor;
3341 int loc_ReflectFactor;
3342 int loc_ReflectOffset;
3343 int loc_RefractColor;
3345 int loc_ScreenCenterRefractReflect;
3346 int loc_ScreenScaleRefractReflect;
3347 int loc_ScreenToDepth;
3348 int loc_ShadowMap_Parameters;
3349 int loc_ShadowMap_TextureScale;
3350 int loc_SpecularPower;
3355 int loc_ViewTintColor;
3356 int loc_ViewToLight;
3357 int loc_ModelToLight;
3359 int loc_BackgroundTexMatrix;
3360 int loc_ModelViewProjectionMatrix;
3361 int loc_ModelViewMatrix;
3362 int loc_PixelToScreenTexCoord;
3364 r_glsl_permutation_t;
3366 #define SHADERPERMUTATION_HASHSIZE 256
3368 /// information about each possible shader permutation
3369 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3370 /// currently selected permutation
3371 r_glsl_permutation_t *r_glsl_permutation;
3372 /// storage for permutations linked in the hash table
3373 memexpandablearray_t r_glsl_permutationarray;
3375 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3377 //unsigned int hashdepth = 0;
3378 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3379 r_glsl_permutation_t *p;
3380 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3382 if (p->mode == mode && p->permutation == permutation)
3384 //if (hashdepth > 10)
3385 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3390 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3392 p->permutation = permutation;
3393 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3394 r_glsl_permutationhash[mode][hashindex] = p;
3395 //if (hashdepth > 10)
3396 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3400 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3403 if (!filename || !filename[0])
3405 if (!strcmp(filename, "glsl/default.glsl"))
3407 if (!glslshaderstring)
3409 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3410 if (glslshaderstring)
3411 Con_DPrintf("Loading shaders from file %s...\n", filename);
3413 glslshaderstring = (char *)builtinshaderstring;
3415 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3416 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3417 return shaderstring;
3419 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3422 if (printfromdisknotice)
3423 Con_DPrintf("from disk %s... ", filename);
3424 return shaderstring;
3426 return shaderstring;
3429 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3432 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3433 int vertstrings_count = 0;
3434 int geomstrings_count = 0;
3435 int fragstrings_count = 0;
3436 char *vertexstring, *geometrystring, *fragmentstring;
3437 const char *vertstrings_list[32+3];
3438 const char *geomstrings_list[32+3];
3439 const char *fragstrings_list[32+3];
3440 char permutationname[256];
3447 permutationname[0] = 0;
3448 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3449 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3450 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3452 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3454 // the first pretext is which type of shader to compile as
3455 // (later these will all be bound together as a program object)
3456 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3457 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3458 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3460 // the second pretext is the mode (for example a light source)
3461 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3462 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3463 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3464 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3466 // now add all the permutation pretexts
3467 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3469 if (permutation & (1<<i))
3471 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3472 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3473 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3474 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3478 // keep line numbers correct
3479 vertstrings_list[vertstrings_count++] = "\n";
3480 geomstrings_list[geomstrings_count++] = "\n";
3481 fragstrings_list[fragstrings_count++] = "\n";
3485 // now append the shader text itself
3486 vertstrings_list[vertstrings_count++] = vertexstring;
3487 geomstrings_list[geomstrings_count++] = geometrystring;
3488 fragstrings_list[fragstrings_count++] = fragmentstring;
3490 // if any sources were NULL, clear the respective list
3492 vertstrings_count = 0;
3493 if (!geometrystring)
3494 geomstrings_count = 0;
3495 if (!fragmentstring)
3496 fragstrings_count = 0;
3498 // compile the shader program
3499 if (vertstrings_count + geomstrings_count + fragstrings_count)
3500 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3504 qglUseProgramObjectARB(p->program);CHECKGLERROR
3505 // look up all the uniform variable names we care about, so we don't
3506 // have to look them up every time we set them
3508 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3509 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3510 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3511 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3512 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3513 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3514 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3515 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3516 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3517 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3518 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3519 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3520 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3521 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3522 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3523 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3524 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3525 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3526 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3527 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3528 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3529 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3530 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3531 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3532 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3533 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3534 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3535 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3536 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3537 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3538 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3539 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3540 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3541 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3542 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3543 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3544 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3545 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3546 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3547 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3548 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3549 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3550 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3551 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3552 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3553 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3554 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3555 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3556 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3557 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3558 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3559 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3560 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3561 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3562 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3563 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3564 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3565 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3566 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3567 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3568 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3569 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3570 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3571 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3572 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3573 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3574 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3575 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3576 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3577 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3578 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3579 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3580 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3581 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3582 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3583 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3584 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3585 // initialize the samplers to refer to the texture units we use
3586 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3587 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3588 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3589 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3590 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3591 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3592 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3593 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3594 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3595 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3596 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3597 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3598 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3599 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3600 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3601 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3602 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3603 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3604 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3605 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3606 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3607 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3608 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3609 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3610 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3611 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3612 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3613 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3615 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3618 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3622 Mem_Free(vertexstring);
3624 Mem_Free(geometrystring);
3626 Mem_Free(fragmentstring);
3629 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3631 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3632 if (r_glsl_permutation != perm)
3634 r_glsl_permutation = perm;
3635 if (!r_glsl_permutation->program)
3637 if (!r_glsl_permutation->compiled)
3638 R_GLSL_CompilePermutation(perm, mode, permutation);
3639 if (!r_glsl_permutation->program)
3641 // remove features until we find a valid permutation
3643 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3645 // reduce i more quickly whenever it would not remove any bits
3646 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3647 if (!(permutation & j))
3650 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3651 if (!r_glsl_permutation->compiled)
3652 R_GLSL_CompilePermutation(perm, mode, permutation);
3653 if (r_glsl_permutation->program)
3656 if (i >= SHADERPERMUTATION_COUNT)
3658 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3659 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3660 qglUseProgramObjectARB(0);CHECKGLERROR
3661 return; // no bit left to clear, entire mode is broken
3666 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3668 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3669 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3673 #include <Cg/cgGL.h>
3674 struct r_cg_permutation_s;
3675 typedef struct r_cg_permutation_s
3677 /// hash lookup data
3678 struct r_cg_permutation_s *hashnext;
3680 unsigned int permutation;
3682 /// indicates if we have tried compiling this permutation already
3684 /// 0 if compilation failed
3687 /// locations of detected parameters in programs, or NULL if not found
3688 CGparameter vp_EyePosition;
3689 CGparameter vp_FogPlane;
3690 CGparameter vp_LightDir;
3691 CGparameter vp_LightPosition;
3692 CGparameter vp_ModelToLight;
3693 CGparameter vp_TexMatrix;
3694 CGparameter vp_BackgroundTexMatrix;
3695 CGparameter vp_ModelViewProjectionMatrix;
3696 CGparameter vp_ModelViewMatrix;
3698 CGparameter fp_Texture_First;
3699 CGparameter fp_Texture_Second;
3700 CGparameter fp_Texture_GammaRamps;
3701 CGparameter fp_Texture_Normal;
3702 CGparameter fp_Texture_Color;
3703 CGparameter fp_Texture_Gloss;
3704 CGparameter fp_Texture_Glow;
3705 CGparameter fp_Texture_SecondaryNormal;
3706 CGparameter fp_Texture_SecondaryColor;
3707 CGparameter fp_Texture_SecondaryGloss;
3708 CGparameter fp_Texture_SecondaryGlow;
3709 CGparameter fp_Texture_Pants;
3710 CGparameter fp_Texture_Shirt;
3711 CGparameter fp_Texture_FogMask;
3712 CGparameter fp_Texture_Lightmap;
3713 CGparameter fp_Texture_Deluxemap;
3714 CGparameter fp_Texture_Attenuation;
3715 CGparameter fp_Texture_Cube;
3716 CGparameter fp_Texture_Refraction;
3717 CGparameter fp_Texture_Reflection;
3718 CGparameter fp_Texture_ShadowMapRect;
3719 CGparameter fp_Texture_ShadowMapCube;
3720 CGparameter fp_Texture_ShadowMap2D;
3721 CGparameter fp_Texture_CubeProjection;
3722 CGparameter fp_Texture_ScreenDepth;
3723 CGparameter fp_Texture_ScreenNormalMap;
3724 CGparameter fp_Texture_ScreenDiffuse;
3725 CGparameter fp_Texture_ScreenSpecular;
3726 CGparameter fp_Alpha;
3727 CGparameter fp_BloomBlur_Parameters;
3728 CGparameter fp_ClientTime;
3729 CGparameter fp_Color_Ambient;
3730 CGparameter fp_Color_Diffuse;
3731 CGparameter fp_Color_Specular;
3732 CGparameter fp_Color_Glow;
3733 CGparameter fp_Color_Pants;
3734 CGparameter fp_Color_Shirt;
3735 CGparameter fp_DeferredColor_Ambient;
3736 CGparameter fp_DeferredColor_Diffuse;
3737 CGparameter fp_DeferredColor_Specular;
3738 CGparameter fp_DeferredMod_Diffuse;
3739 CGparameter fp_DeferredMod_Specular;
3740 CGparameter fp_DistortScaleRefractReflect;
3741 CGparameter fp_EyePosition;
3742 CGparameter fp_FogColor;
3743 CGparameter fp_FogHeightFade;
3744 CGparameter fp_FogPlane;
3745 CGparameter fp_FogPlaneViewDist;
3746 CGparameter fp_FogRangeRecip;
3747 CGparameter fp_LightColor;
3748 CGparameter fp_LightDir;
3749 CGparameter fp_LightPosition;
3750 CGparameter fp_OffsetMapping_Scale;
3751 CGparameter fp_PixelSize;
3752 CGparameter fp_ReflectColor;
3753 CGparameter fp_ReflectFactor;
3754 CGparameter fp_ReflectOffset;
3755 CGparameter fp_RefractColor;
3756 CGparameter fp_Saturation;
3757 CGparameter fp_ScreenCenterRefractReflect;
3758 CGparameter fp_ScreenScaleRefractReflect;
3759 CGparameter fp_ScreenToDepth;
3760 CGparameter fp_ShadowMap_Parameters;
3761 CGparameter fp_ShadowMap_TextureScale;
3762 CGparameter fp_SpecularPower;
3763 CGparameter fp_UserVec1;
3764 CGparameter fp_UserVec2;
3765 CGparameter fp_UserVec3;
3766 CGparameter fp_UserVec4;
3767 CGparameter fp_ViewTintColor;
3768 CGparameter fp_ViewToLight;
3769 CGparameter fp_PixelToScreenTexCoord;
3773 /// information about each possible shader permutation
3774 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3775 /// currently selected permutation
3776 r_cg_permutation_t *r_cg_permutation;
3777 /// storage for permutations linked in the hash table
3778 memexpandablearray_t r_cg_permutationarray;
3780 #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));}}
3782 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3784 //unsigned int hashdepth = 0;
3785 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3786 r_cg_permutation_t *p;
3787 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3789 if (p->mode == mode && p->permutation == permutation)
3791 //if (hashdepth > 10)
3792 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3797 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3799 p->permutation = permutation;
3800 p->hashnext = r_cg_permutationhash[mode][hashindex];
3801 r_cg_permutationhash[mode][hashindex] = p;
3802 //if (hashdepth > 10)
3803 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3807 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3810 if (!filename || !filename[0])
3812 if (!strcmp(filename, "cg/default.cg"))
3814 if (!cgshaderstring)
3816 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3818 Con_DPrintf("Loading shaders from file %s...\n", filename);
3820 cgshaderstring = (char *)builtincgshaderstring;
3822 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3823 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3824 return shaderstring;
3826 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3829 if (printfromdisknotice)
3830 Con_DPrintf("from disk %s... ", filename);
3831 return shaderstring;
3833 return shaderstring;
3836 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3838 // TODO: load or create .fp and .vp shader files
3841 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3844 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3845 int vertstrings_count = 0, vertstring_length = 0;
3846 int geomstrings_count = 0, geomstring_length = 0;
3847 int fragstrings_count = 0, fragstring_length = 0;
3849 char *vertexstring, *geometrystring, *fragmentstring;
3850 char *vertstring, *geomstring, *fragstring;
3851 const char *vertstrings_list[32+3];
3852 const char *geomstrings_list[32+3];
3853 const char *fragstrings_list[32+3];
3854 char permutationname[256];
3855 char cachename[256];
3856 CGprofile vertexProfile;
3857 CGprofile fragmentProfile;
3865 permutationname[0] = 0;
3867 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3868 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3869 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3871 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3872 strlcat(cachename, "cg/", sizeof(cachename));
3874 // the first pretext is which type of shader to compile as
3875 // (later these will all be bound together as a program object)
3876 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3877 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3878 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3880 // the second pretext is the mode (for example a light source)
3881 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3882 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3883 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3884 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3885 strlcat(cachename, modeinfo->name, sizeof(cachename));
3887 // now add all the permutation pretexts
3888 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3890 if (permutation & (1<<i))
3892 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3893 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3894 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3895 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3896 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3900 // keep line numbers correct
3901 vertstrings_list[vertstrings_count++] = "\n";
3902 geomstrings_list[geomstrings_count++] = "\n";
3903 fragstrings_list[fragstrings_count++] = "\n";
3907 // replace spaces in the cachename with _ characters
3908 for (i = 0;cachename[i];i++)
3909 if (cachename[i] == ' ')
3912 // now append the shader text itself
3913 vertstrings_list[vertstrings_count++] = vertexstring;
3914 geomstrings_list[geomstrings_count++] = geometrystring;
3915 fragstrings_list[fragstrings_count++] = fragmentstring;
3917 // if any sources were NULL, clear the respective list
3919 vertstrings_count = 0;
3920 if (!geometrystring)
3921 geomstrings_count = 0;
3922 if (!fragmentstring)
3923 fragstrings_count = 0;
3925 vertstring_length = 0;
3926 for (i = 0;i < vertstrings_count;i++)
3927 vertstring_length += strlen(vertstrings_list[i]);
3928 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3929 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3930 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3932 geomstring_length = 0;
3933 for (i = 0;i < geomstrings_count;i++)
3934 geomstring_length += strlen(geomstrings_list[i]);
3935 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3936 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3937 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3939 fragstring_length = 0;
3940 for (i = 0;i < fragstrings_count;i++)
3941 fragstring_length += strlen(fragstrings_list[i]);
3942 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3943 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3944 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3948 //vertexProfile = CG_PROFILE_ARBVP1;
3949 //fragmentProfile = CG_PROFILE_ARBFP1;
3950 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3951 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3952 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3953 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3954 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3957 // try to load the cached shader, or generate one
3958 R_CG_CacheShader(p, cachename, vertstring, fragstring);
3960 // if caching failed, do a dynamic compile for now
3962 if (vertstring[0] && !p->vprogram)
3963 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
3965 if (fragstring[0] && !p->fprogram)
3966 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
3969 // look up all the uniform variable names we care about, so we don't
3970 // have to look them up every time we set them
3974 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3975 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3976 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3977 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3978 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3979 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3980 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3981 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3982 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3983 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3984 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3990 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3991 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3992 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3993 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3994 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3995 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3996 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3997 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3998 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3999 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4000 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4001 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4002 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4003 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4004 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4005 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4006 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4007 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4008 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4009 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4010 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4011 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4012 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4013 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4014 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4015 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4016 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4017 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4018 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4019 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4020 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4021 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4022 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4023 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4024 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4025 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4026 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4027 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4028 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4029 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4030 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4031 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4032 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4033 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4034 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4035 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4036 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4037 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4038 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4039 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4040 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4041 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4042 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4043 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4044 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4045 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4046 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4047 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4048 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4049 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4050 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4051 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4052 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4053 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4054 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4055 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4056 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4057 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4058 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4059 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4060 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4061 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4062 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4063 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4067 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4068 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4070 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4074 Mem_Free(vertstring);
4076 Mem_Free(geomstring);
4078 Mem_Free(fragstring);
4080 Mem_Free(vertexstring);
4082 Mem_Free(geometrystring);
4084 Mem_Free(fragmentstring);
4087 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4089 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4092 if (r_cg_permutation != perm)
4094 r_cg_permutation = perm;
4095 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4097 if (!r_cg_permutation->compiled)
4098 R_CG_CompilePermutation(perm, mode, permutation);
4099 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4101 // remove features until we find a valid permutation
4103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105 // reduce i more quickly whenever it would not remove any bits
4106 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4107 if (!(permutation & j))
4110 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4111 if (!r_cg_permutation->compiled)
4112 R_CG_CompilePermutation(perm, mode, permutation);
4113 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4116 if (i >= SHADERPERMUTATION_COUNT)
4118 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4119 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4120 return; // no bit left to clear, entire mode is broken
4126 if (r_cg_permutation->vprogram)
4128 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4129 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4130 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4134 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4135 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4137 if (r_cg_permutation->fprogram)
4139 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4140 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4141 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4145 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4146 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4150 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4151 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4154 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4156 cgGLSetTextureParameter(param, R_GetTexture(tex));
4157 cgGLEnableTextureParameter(param);
4161 void R_GLSL_Restart_f(void)
4163 unsigned int i, limit;
4164 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4165 Mem_Free(glslshaderstring);
4166 glslshaderstring = NULL;
4167 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4168 Mem_Free(cgshaderstring);
4169 cgshaderstring = NULL;
4170 switch(vid.renderpath)
4172 case RENDERPATH_GL20:
4174 r_glsl_permutation_t *p;
4175 r_glsl_permutation = NULL;
4176 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4177 for (i = 0;i < limit;i++)
4179 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4181 GL_Backend_FreeProgram(p->program);
4182 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4185 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4188 case RENDERPATH_CGGL:
4191 r_cg_permutation_t *p;
4192 r_cg_permutation = NULL;
4193 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4194 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4195 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4196 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4198 for (i = 0;i < limit;i++)
4200 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4203 cgDestroyProgram(p->vprogram);
4205 cgDestroyProgram(p->fprogram);
4206 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4209 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4213 case RENDERPATH_GL13:
4214 case RENDERPATH_GL11:
4219 void R_GLSL_DumpShader_f(void)
4224 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4227 FS_Print(file, "/* The engine may define the following macros:\n");
4228 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4229 for (i = 0;i < SHADERMODE_COUNT;i++)
4230 FS_Print(file, glslshadermodeinfo[i].pretext);
4231 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4232 FS_Print(file, shaderpermutationinfo[i].pretext);
4233 FS_Print(file, "*/\n");
4234 FS_Print(file, builtinshaderstring);
4236 Con_Printf("glsl/default.glsl written\n");
4239 Con_Printf("failed to write to glsl/default.glsl\n");
4242 file = FS_OpenRealFile("cg/default.cg", "w", false);
4245 FS_Print(file, "/* The engine may define the following macros:\n");
4246 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4247 for (i = 0;i < SHADERMODE_COUNT;i++)
4248 FS_Print(file, cgshadermodeinfo[i].pretext);
4249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4250 FS_Print(file, shaderpermutationinfo[i].pretext);
4251 FS_Print(file, "*/\n");
4252 FS_Print(file, builtincgshaderstring);
4254 Con_Printf("cg/default.cg written\n");
4257 Con_Printf("failed to write to cg/default.cg\n");
4261 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4264 texturemode = GL_MODULATE;
4265 switch (vid.renderpath)
4267 case RENDERPATH_GL20:
4268 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4269 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4270 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4272 case RENDERPATH_CGGL:
4275 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4276 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4277 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4280 case RENDERPATH_GL13:
4281 R_Mesh_TexBind(0, first );
4282 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4283 R_Mesh_TexBind(1, second);
4285 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4287 case RENDERPATH_GL11:
4288 R_Mesh_TexBind(0, first );
4293 void R_SetupShader_DepthOrShadow(void)
4295 switch (vid.renderpath)
4297 case RENDERPATH_GL20:
4298 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4300 case RENDERPATH_CGGL:
4302 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4305 case RENDERPATH_GL13:
4306 R_Mesh_TexBind(0, 0);
4307 R_Mesh_TexBind(1, 0);
4309 case RENDERPATH_GL11:
4310 R_Mesh_TexBind(0, 0);
4315 void R_SetupShader_ShowDepth(void)
4317 switch (vid.renderpath)
4319 case RENDERPATH_GL20:
4320 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4322 case RENDERPATH_CGGL:
4324 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4327 case RENDERPATH_GL13:
4329 case RENDERPATH_GL11:
4334 extern qboolean r_shadow_usingdeferredprepass;
4335 extern cvar_t r_shadow_deferred_8bitrange;
4336 extern rtexture_t *r_shadow_attenuationgradienttexture;
4337 extern rtexture_t *r_shadow_attenuation2dtexture;
4338 extern rtexture_t *r_shadow_attenuation3dtexture;
4339 extern qboolean r_shadow_usingshadowmaprect;
4340 extern qboolean r_shadow_usingshadowmapcube;
4341 extern qboolean r_shadow_usingshadowmap2d;
4342 extern float r_shadow_shadowmap_texturescale[2];
4343 extern float r_shadow_shadowmap_parameters[4];
4344 extern qboolean r_shadow_shadowmapvsdct;
4345 extern qboolean r_shadow_shadowmapsampler;
4346 extern int r_shadow_shadowmappcf;
4347 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4348 extern rtexture_t *r_shadow_shadowmap2dtexture;
4349 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4350 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4351 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4352 extern int r_shadow_prepass_width;
4353 extern int r_shadow_prepass_height;
4354 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4355 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4356 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4357 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4358 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4360 // select a permutation of the lighting shader appropriate to this
4361 // combination of texture, entity, light source, and fogging, only use the
4362 // minimum features necessary to avoid wasting rendering time in the
4363 // fragment shader on features that are not being used
4364 unsigned int permutation = 0;
4365 unsigned int mode = 0;
4367 if (rsurfacepass == RSURFPASS_BACKGROUND)
4369 // distorted background
4370 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4371 mode = SHADERMODE_WATER;
4373 mode = SHADERMODE_REFRACTION;
4374 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4375 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4376 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4377 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4378 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4379 R_Mesh_ColorPointer(NULL, 0, 0);
4380 GL_AlphaTest(false);
4381 GL_BlendFunc(GL_ONE, GL_ZERO);
4383 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4385 if (r_glsl_offsetmapping.integer)
4387 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4388 if (r_glsl_offsetmapping_reliefmapping.integer)
4389 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4392 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4393 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4394 permutation |= SHADERPERMUTATION_ALPHAKILL;
4395 // normalmap (deferred prepass), may use alpha test on diffuse
4396 mode = SHADERMODE_DEFERREDGEOMETRY;
4397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4398 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4399 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4400 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4401 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4402 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4403 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4404 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4405 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4407 R_Mesh_ColorPointer(NULL, 0, 0);
4408 GL_AlphaTest(false);
4409 GL_BlendFunc(GL_ONE, GL_ZERO);
4411 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4413 if (r_glsl_offsetmapping.integer)
4415 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4416 if (r_glsl_offsetmapping_reliefmapping.integer)
4417 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4419 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4420 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4422 mode = SHADERMODE_LIGHTSOURCE;
4423 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4424 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4425 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4426 permutation |= SHADERPERMUTATION_CUBEFILTER;
4427 if (diffusescale > 0)
4428 permutation |= SHADERPERMUTATION_DIFFUSE;
4429 if (specularscale > 0)
4431 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4432 if (r_shadow_glossexact.integer)
4433 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4435 if (r_refdef.fogenabled)
4436 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4437 if (rsurface.texture->colormapping)
4438 permutation |= SHADERPERMUTATION_COLORMAPPING;
4439 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4441 if (r_shadow_usingshadowmaprect)
4442 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4443 if (r_shadow_usingshadowmap2d)
4444 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4445 if (r_shadow_usingshadowmapcube)
4446 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4447 else if(r_shadow_shadowmapvsdct)
4448 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4450 if (r_shadow_shadowmapsampler)
4451 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4452 if (r_shadow_shadowmappcf > 1)
4453 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4454 else if (r_shadow_shadowmappcf)
4455 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4457 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4458 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4460 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4461 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4462 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4466 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4467 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4468 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4470 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4471 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4472 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4474 R_Mesh_ColorPointer(NULL, 0, 0);
4475 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4476 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4478 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4480 if (r_glsl_offsetmapping.integer)
4482 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4483 if (r_glsl_offsetmapping_reliefmapping.integer)
4484 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4486 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4487 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4488 // unshaded geometry (fullbright or ambient model lighting)
4489 mode = SHADERMODE_FLATCOLOR;
4490 ambientscale = diffusescale = specularscale = 0;
4491 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4492 permutation |= SHADERPERMUTATION_GLOW;
4493 if (r_refdef.fogenabled)
4494 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4495 if (rsurface.texture->colormapping)
4496 permutation |= SHADERPERMUTATION_COLORMAPPING;
4497 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4498 permutation |= SHADERPERMUTATION_REFLECTION;
4499 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4500 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4502 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4503 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4504 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4508 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4509 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4510 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4512 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4513 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4514 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4516 R_Mesh_ColorPointer(NULL, 0, 0);
4517 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4518 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4520 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4522 if (r_glsl_offsetmapping.integer)
4524 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4525 if (r_glsl_offsetmapping_reliefmapping.integer)
4526 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4528 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4529 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4530 // directional model lighting
4531 mode = SHADERMODE_LIGHTDIRECTION;
4532 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4533 permutation |= SHADERPERMUTATION_GLOW;
4534 permutation |= SHADERPERMUTATION_DIFFUSE;
4535 if (specularscale > 0)
4537 permutation |= SHADERPERMUTATION_SPECULAR;
4538 if (r_shadow_glossexact.integer)
4539 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4541 if (r_refdef.fogenabled)
4542 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4543 if (rsurface.texture->colormapping)
4544 permutation |= SHADERPERMUTATION_COLORMAPPING;
4545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4546 permutation |= SHADERPERMUTATION_REFLECTION;
4547 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4548 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4549 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4550 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4552 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4553 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4554 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4558 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4559 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4560 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4562 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4563 R_Mesh_ColorPointer(NULL, 0, 0);
4564 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4565 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4567 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4569 if (r_glsl_offsetmapping.integer)
4571 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4572 if (r_glsl_offsetmapping_reliefmapping.integer)
4573 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4577 // ambient model lighting
4578 mode = SHADERMODE_LIGHTDIRECTION;
4579 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4580 permutation |= SHADERPERMUTATION_GLOW;
4581 if (r_refdef.fogenabled)
4582 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4583 if (rsurface.texture->colormapping)
4584 permutation |= SHADERPERMUTATION_COLORMAPPING;
4585 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4586 permutation |= SHADERPERMUTATION_REFLECTION;
4587 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4588 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4589 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4590 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4592 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4593 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4594 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4598 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4599 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4600 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4602 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4603 R_Mesh_ColorPointer(NULL, 0, 0);
4604 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4605 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4609 if (r_glsl_offsetmapping.integer)
4611 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4612 if (r_glsl_offsetmapping_reliefmapping.integer)
4613 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4616 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4618 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4619 permutation |= SHADERPERMUTATION_GLOW;
4620 if (r_refdef.fogenabled)
4621 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4622 if (rsurface.texture->colormapping)
4623 permutation |= SHADERPERMUTATION_COLORMAPPING;
4624 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4625 permutation |= SHADERPERMUTATION_REFLECTION;
4626 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4627 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4628 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4630 // deluxemapping (light direction texture)
4631 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4632 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4634 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4635 permutation |= SHADERPERMUTATION_DIFFUSE;
4636 if (specularscale > 0)
4638 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4639 if (r_shadow_glossexact.integer)
4640 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4642 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4644 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4646 R_Mesh_ColorPointer(NULL, 0, 0);
4648 else if (r_glsl_deluxemapping.integer >= 2)
4650 // fake deluxemapping (uniform light direction in tangentspace)
4651 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4652 permutation |= SHADERPERMUTATION_DIFFUSE;
4653 if (specularscale > 0)
4655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4656 if (r_shadow_glossexact.integer)
4657 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4659 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4660 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4661 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4663 R_Mesh_ColorPointer(NULL, 0, 0);
4665 else if (rsurface.uselightmaptexture)
4667 // ordinary lightmapping (q1bsp, q3bsp)
4668 mode = SHADERMODE_LIGHTMAP;
4669 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4670 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4671 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4673 R_Mesh_ColorPointer(NULL, 0, 0);
4677 // ordinary vertex coloring (q3bsp)
4678 mode = SHADERMODE_VERTEXCOLOR;
4679 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4680 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4682 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4683 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4685 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4686 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4687 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4691 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4692 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4693 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4695 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4696 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4698 switch(vid.renderpath)
4700 case RENDERPATH_GL20:
4701 R_SetupShader_SetPermutationGLSL(mode, permutation);
4702 if (mode == SHADERMODE_LIGHTSOURCE)
4704 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4705 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4706 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4707 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4708 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4709 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);
4711 // additive passes are only darkened by fog, not tinted
4712 if (r_glsl_permutation->loc_FogColor >= 0)
4713 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4714 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]);
4715 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]);
4716 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4720 if (mode == SHADERMODE_FLATCOLOR)
4722 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4724 else if (mode == SHADERMODE_LIGHTDIRECTION)
4726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4727 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4728 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);
4729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4730 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);
4731 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4732 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]);
4736 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4737 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]);
4738 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);
4739 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4740 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);
4742 // additive passes are only darkened by fog, not tinted
4743 if (r_glsl_permutation->loc_FogColor >= 0)
4745 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4746 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4748 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4750 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);
4751 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]);
4752 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]);
4753 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4754 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4755 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4756 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4757 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4759 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4760 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4761 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4762 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4763 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4764 if (r_glsl_permutation->loc_Color_Pants >= 0)
4766 if (rsurface.texture->pantstexture)
4767 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4769 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4771 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4773 if (rsurface.texture->shirttexture)
4774 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4776 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4778 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]);
4779 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4780 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4781 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4782 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4783 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]);
4784 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4786 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4787 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4788 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4789 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4790 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4791 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4792 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4793 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4794 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4795 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4796 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4797 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4798 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4799 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4800 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4801 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4802 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4803 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4804 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4805 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4806 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4807 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4808 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4809 if (rsurface.rtlight)
4811 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4812 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4813 if (r_shadow_usingshadowmapcube)
4814 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4815 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4816 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4820 case RENDERPATH_CGGL:
4822 R_SetupShader_SetPermutationCG(mode, permutation);
4823 if (mode == SHADERMODE_LIGHTSOURCE)
4825 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4826 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4830 if (mode == SHADERMODE_LIGHTDIRECTION)
4832 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
4835 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4836 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4837 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4838 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
4841 if (mode == SHADERMODE_LIGHTSOURCE)
4843 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4844 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4845 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
4846 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
4847 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
4849 // additive passes are only darkened by fog, not tinted
4850 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4851 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
4852 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
4853 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4857 if (mode == SHADERMODE_FLATCOLOR)
4859 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4861 else if (mode == SHADERMODE_LIGHTDIRECTION)
4863 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
4864 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4865 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
4866 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4867 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
4868 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
4869 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
4873 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
4874 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
4875 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
4876 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4877 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
4879 // additive passes are only darkened by fog, not tinted
4880 if (r_cg_permutation->fp_FogColor)
4882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4883 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4885 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4888 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
4889 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
4890 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
4891 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4892 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4893 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4894 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4895 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4897 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4898 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4899 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4900 if (r_cg_permutation->fp_Color_Pants)
4902 if (rsurface.texture->pantstexture)
4903 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4905 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4908 if (r_cg_permutation->fp_Color_Shirt)
4910 if (rsurface.texture->shirttexture)
4911 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4913 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4916 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
4917 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4918 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4919 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4920 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4921 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
4922 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4924 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4925 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4926 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4927 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4928 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4929 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4930 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4931 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4932 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4933 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4934 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4935 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4936 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4937 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4938 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4939 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4940 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4941 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4942 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4943 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4944 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4945 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4946 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4947 if (rsurface.rtlight)
4949 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4950 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4951 if (r_shadow_usingshadowmapcube)
4952 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4953 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4954 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4960 case RENDERPATH_GL13:
4961 case RENDERPATH_GL11:
4966 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4968 // select a permutation of the lighting shader appropriate to this
4969 // combination of texture, entity, light source, and fogging, only use the
4970 // minimum features necessary to avoid wasting rendering time in the
4971 // fragment shader on features that are not being used
4972 unsigned int permutation = 0;
4973 unsigned int mode = 0;
4974 const float *lightcolorbase = rtlight->currentcolor;
4975 float ambientscale = rtlight->ambientscale;
4976 float diffusescale = rtlight->diffusescale;
4977 float specularscale = rtlight->specularscale;
4978 // this is the location of the light in view space
4979 vec3_t viewlightorigin;
4980 // this transforms from view space (camera) to light space (cubemap)
4981 matrix4x4_t viewtolight;
4982 matrix4x4_t lighttoview;
4983 float viewtolight16f[16];
4984 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4986 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4987 if (rtlight->currentcubemap != r_texture_whitecube)
4988 permutation |= SHADERPERMUTATION_CUBEFILTER;
4989 if (diffusescale > 0)
4990 permutation |= SHADERPERMUTATION_DIFFUSE;
4991 if (specularscale > 0)
4993 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4994 if (r_shadow_glossexact.integer)
4995 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4997 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4999 if (r_shadow_usingshadowmaprect)
5000 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5001 if (r_shadow_usingshadowmap2d)
5002 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5003 if (r_shadow_usingshadowmapcube)
5004 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5005 else if(r_shadow_shadowmapvsdct)
5006 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5008 if (r_shadow_shadowmapsampler)
5009 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5010 if (r_shadow_shadowmappcf > 1)
5011 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5012 else if (r_shadow_shadowmappcf)
5013 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5015 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5016 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5017 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5018 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5019 switch(vid.renderpath)
5021 case RENDERPATH_GL20:
5022 R_SetupShader_SetPermutationGLSL(mode, permutation);
5023 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5024 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5025 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);
5026 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);
5027 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);
5028 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]);
5029 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]);
5030 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5031 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]);
5032 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5034 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5035 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5036 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5037 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5038 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5039 if (r_shadow_usingshadowmapcube)
5040 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5041 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5042 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5044 case RENDERPATH_CGGL:
5046 R_SetupShader_SetPermutationCG(mode, permutation);
5047 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5048 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5049 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
5050 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
5051 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
5052 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
5053 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
5054 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5055 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
5056 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5058 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5059 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5060 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5061 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5062 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5063 if (r_shadow_usingshadowmapcube)
5064 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5065 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5066 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5069 case RENDERPATH_GL13:
5070 case RENDERPATH_GL11:
5075 #define SKINFRAME_HASH 1024
5079 int loadsequence; // incremented each level change
5080 memexpandablearray_t array;
5081 skinframe_t *hash[SKINFRAME_HASH];
5084 r_skinframe_t r_skinframe;
5086 void R_SkinFrame_PrepareForPurge(void)
5088 r_skinframe.loadsequence++;
5089 // wrap it without hitting zero
5090 if (r_skinframe.loadsequence >= 200)
5091 r_skinframe.loadsequence = 1;
5094 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5098 // mark the skinframe as used for the purging code
5099 skinframe->loadsequence = r_skinframe.loadsequence;
5102 void R_SkinFrame_Purge(void)
5106 for (i = 0;i < SKINFRAME_HASH;i++)
5108 for (s = r_skinframe.hash[i];s;s = s->next)
5110 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5112 if (s->merged == s->base)
5114 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5115 R_PurgeTexture(s->stain );s->stain = NULL;
5116 R_PurgeTexture(s->merged);s->merged = NULL;
5117 R_PurgeTexture(s->base );s->base = NULL;
5118 R_PurgeTexture(s->pants );s->pants = NULL;
5119 R_PurgeTexture(s->shirt );s->shirt = NULL;
5120 R_PurgeTexture(s->nmap );s->nmap = NULL;
5121 R_PurgeTexture(s->gloss );s->gloss = NULL;
5122 R_PurgeTexture(s->glow );s->glow = NULL;
5123 R_PurgeTexture(s->fog );s->fog = NULL;
5124 s->loadsequence = 0;
5130 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5132 char basename[MAX_QPATH];
5134 Image_StripImageExtension(name, basename, sizeof(basename));
5136 if( last == NULL ) {
5138 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5139 item = r_skinframe.hash[hashindex];
5144 // linearly search through the hash bucket
5145 for( ; item ; item = item->next ) {
5146 if( !strcmp( item->basename, basename ) ) {
5153 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5157 char basename[MAX_QPATH];
5159 Image_StripImageExtension(name, basename, sizeof(basename));
5161 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5162 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5163 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5167 rtexture_t *dyntexture;
5168 // check whether its a dynamic texture
5169 dyntexture = CL_GetDynTexture( basename );
5170 if (!add && !dyntexture)
5172 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5173 memset(item, 0, sizeof(*item));
5174 strlcpy(item->basename, basename, sizeof(item->basename));
5175 item->base = dyntexture; // either NULL or dyntexture handle
5176 item->textureflags = textureflags;
5177 item->comparewidth = comparewidth;
5178 item->compareheight = compareheight;
5179 item->comparecrc = comparecrc;
5180 item->next = r_skinframe.hash[hashindex];
5181 r_skinframe.hash[hashindex] = item;
5183 else if( item->base == NULL )
5185 rtexture_t *dyntexture;
5186 // check whether its a dynamic texture
5187 // 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]
5188 dyntexture = CL_GetDynTexture( basename );
5189 item->base = dyntexture; // either NULL or dyntexture handle
5192 R_SkinFrame_MarkUsed(item);
5196 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5198 unsigned long long avgcolor[5], wsum; \
5206 for(pix = 0; pix < cnt; ++pix) \
5209 for(comp = 0; comp < 3; ++comp) \
5211 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5214 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5216 for(comp = 0; comp < 3; ++comp) \
5217 avgcolor[comp] += getpixel * w; \
5220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5221 avgcolor[4] += getpixel; \
5223 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5225 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5226 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5227 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5228 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5231 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5234 unsigned char *pixels;
5235 unsigned char *bumppixels;
5236 unsigned char *basepixels = NULL;
5237 int basepixels_width = 0;
5238 int basepixels_height = 0;
5239 skinframe_t *skinframe;
5240 rtexture_t *ddsbase = NULL;
5241 qboolean ddshasalpha = false;
5242 float ddsavgcolor[4];
5243 char basename[MAX_QPATH];
5245 if (cls.state == ca_dedicated)
5248 // return an existing skinframe if already loaded
5249 // if loading of the first image fails, don't make a new skinframe as it
5250 // would cause all future lookups of this to be missing
5251 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5252 if (skinframe && skinframe->base)
5255 Image_StripImageExtension(name, basename, sizeof(basename));
5257 // check for DDS texture file first
5258 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5260 basepixels = loadimagepixelsbgra(name, complain, true);
5261 if (basepixels == NULL)
5265 if (developer_loading.integer)
5266 Con_Printf("loading skin \"%s\"\n", name);
5268 // we've got some pixels to store, so really allocate this new texture now
5270 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5271 skinframe->stain = NULL;
5272 skinframe->merged = NULL;
5273 skinframe->base = NULL;
5274 skinframe->pants = NULL;
5275 skinframe->shirt = NULL;
5276 skinframe->nmap = NULL;
5277 skinframe->gloss = NULL;
5278 skinframe->glow = NULL;
5279 skinframe->fog = NULL;
5280 skinframe->hasalpha = false;
5284 skinframe->base = ddsbase;
5285 skinframe->hasalpha = ddshasalpha;
5286 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5287 if (r_loadfog && skinframe->hasalpha)
5288 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5289 //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]);
5293 basepixels_width = image_width;
5294 basepixels_height = image_height;
5295 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5296 if (textureflags & TEXF_ALPHA)
5298 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5300 if (basepixels[j] < 255)
5302 skinframe->hasalpha = true;
5306 if (r_loadfog && skinframe->hasalpha)
5308 // has transparent pixels
5309 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5310 for (j = 0;j < image_width * image_height * 4;j += 4)
5315 pixels[j+3] = basepixels[j+3];
5317 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5321 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5322 //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]);
5323 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5324 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5325 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5326 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5331 if (r_loadnormalmap)
5332 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5333 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5335 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5336 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5337 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5340 // _norm is the name used by tenebrae and has been adopted as standard
5341 if (r_loadnormalmap && skinframe->nmap == NULL)
5343 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5345 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5349 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5351 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5352 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5353 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5355 Mem_Free(bumppixels);
5357 else if (r_shadow_bumpscale_basetexture.value > 0)
5359 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5360 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5361 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5364 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5365 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5368 // _luma is supported only for tenebrae compatibility
5369 // _glow is the preferred name
5370 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5372 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5373 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5374 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5375 Mem_Free(pixels);pixels = NULL;
5378 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5380 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5381 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5382 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5387 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5389 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5390 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5391 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5396 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5398 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5400 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5406 Mem_Free(basepixels);
5411 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5412 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5415 unsigned char *temp1, *temp2;
5416 skinframe_t *skinframe;
5418 if (cls.state == ca_dedicated)
5421 // if already loaded just return it, otherwise make a new skinframe
5422 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5423 if (skinframe && skinframe->base)
5426 skinframe->stain = NULL;
5427 skinframe->merged = NULL;
5428 skinframe->base = NULL;
5429 skinframe->pants = NULL;
5430 skinframe->shirt = NULL;
5431 skinframe->nmap = NULL;
5432 skinframe->gloss = NULL;
5433 skinframe->glow = NULL;
5434 skinframe->fog = NULL;
5435 skinframe->hasalpha = false;
5437 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5441 if (developer_loading.integer)
5442 Con_Printf("loading 32bit skin \"%s\"\n", name);
5444 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5446 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5447 temp2 = temp1 + width * height * 4;
5448 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5449 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5452 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5453 if (textureflags & TEXF_ALPHA)
5455 for (i = 3;i < width * height * 4;i += 4)
5457 if (skindata[i] < 255)
5459 skinframe->hasalpha = true;
5463 if (r_loadfog && skinframe->hasalpha)
5465 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5466 memcpy(fogpixels, skindata, width * height * 4);
5467 for (i = 0;i < width * height * 4;i += 4)
5468 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5469 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5470 Mem_Free(fogpixels);
5474 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5475 //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]);
5480 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5484 skinframe_t *skinframe;
5486 if (cls.state == ca_dedicated)
5489 // if already loaded just return it, otherwise make a new skinframe
5490 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5491 if (skinframe && skinframe->base)
5494 skinframe->stain = NULL;
5495 skinframe->merged = NULL;
5496 skinframe->base = NULL;
5497 skinframe->pants = NULL;
5498 skinframe->shirt = NULL;
5499 skinframe->nmap = NULL;
5500 skinframe->gloss = NULL;
5501 skinframe->glow = NULL;
5502 skinframe->fog = NULL;
5503 skinframe->hasalpha = false;
5505 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5509 if (developer_loading.integer)
5510 Con_Printf("loading quake skin \"%s\"\n", name);
5512 // 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)
5513 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5514 memcpy(skinframe->qpixels, skindata, width*height);
5515 skinframe->qwidth = width;
5516 skinframe->qheight = height;
5519 for (i = 0;i < width * height;i++)
5520 featuresmask |= palette_featureflags[skindata[i]];
5522 skinframe->hasalpha = false;
5523 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5524 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5525 skinframe->qgeneratemerged = true;
5526 skinframe->qgeneratebase = skinframe->qhascolormapping;
5527 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5529 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5530 //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]);
5535 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5539 unsigned char *skindata;
5541 if (!skinframe->qpixels)
5544 if (!skinframe->qhascolormapping)
5545 colormapped = false;
5549 if (!skinframe->qgeneratebase)
5554 if (!skinframe->qgeneratemerged)
5558 width = skinframe->qwidth;
5559 height = skinframe->qheight;
5560 skindata = skinframe->qpixels;
5562 if (skinframe->qgeneratenmap)
5564 unsigned char *temp1, *temp2;
5565 skinframe->qgeneratenmap = false;
5566 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5567 temp2 = temp1 + width * height * 4;
5568 // use either a custom palette or the quake palette
5569 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5570 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5571 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5575 if (skinframe->qgenerateglow)
5577 skinframe->qgenerateglow = false;
5578 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5583 skinframe->qgeneratebase = false;
5584 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5585 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5586 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5590 skinframe->qgeneratemerged = false;
5591 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5594 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5596 Mem_Free(skinframe->qpixels);
5597 skinframe->qpixels = NULL;
5601 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)
5604 skinframe_t *skinframe;
5606 if (cls.state == ca_dedicated)
5609 // if already loaded just return it, otherwise make a new skinframe
5610 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5611 if (skinframe && skinframe->base)
5614 skinframe->stain = NULL;
5615 skinframe->merged = NULL;
5616 skinframe->base = NULL;
5617 skinframe->pants = NULL;
5618 skinframe->shirt = NULL;
5619 skinframe->nmap = NULL;
5620 skinframe->gloss = NULL;
5621 skinframe->glow = NULL;
5622 skinframe->fog = NULL;
5623 skinframe->hasalpha = false;
5625 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5629 if (developer_loading.integer)
5630 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5632 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5633 if (textureflags & TEXF_ALPHA)
5635 for (i = 0;i < width * height;i++)
5637 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5639 skinframe->hasalpha = true;
5643 if (r_loadfog && skinframe->hasalpha)
5644 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5647 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5648 //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]);
5653 skinframe_t *R_SkinFrame_LoadMissing(void)
5655 skinframe_t *skinframe;
5657 if (cls.state == ca_dedicated)
5660 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5661 skinframe->stain = NULL;
5662 skinframe->merged = NULL;
5663 skinframe->base = NULL;
5664 skinframe->pants = NULL;
5665 skinframe->shirt = NULL;
5666 skinframe->nmap = NULL;
5667 skinframe->gloss = NULL;
5668 skinframe->glow = NULL;
5669 skinframe->fog = NULL;
5670 skinframe->hasalpha = false;
5672 skinframe->avgcolor[0] = rand() / RAND_MAX;
5673 skinframe->avgcolor[1] = rand() / RAND_MAX;
5674 skinframe->avgcolor[2] = rand() / RAND_MAX;
5675 skinframe->avgcolor[3] = 1;
5680 void R_Main_FreeViewCache(void)
5682 if (r_refdef.viewcache.entityvisible)
5683 Mem_Free(r_refdef.viewcache.entityvisible);
5684 if (r_refdef.viewcache.world_pvsbits)
5685 Mem_Free(r_refdef.viewcache.world_pvsbits);
5686 if (r_refdef.viewcache.world_leafvisible)
5687 Mem_Free(r_refdef.viewcache.world_leafvisible);
5688 if (r_refdef.viewcache.world_surfacevisible)
5689 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5690 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5693 void R_Main_ResizeViewCache(void)
5695 int numentities = r_refdef.scene.numentities;
5696 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5697 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5698 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5699 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5700 if (r_refdef.viewcache.maxentities < numentities)
5702 r_refdef.viewcache.maxentities = numentities;
5703 if (r_refdef.viewcache.entityvisible)
5704 Mem_Free(r_refdef.viewcache.entityvisible);
5705 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5707 if (r_refdef.viewcache.world_numclusters != numclusters)
5709 r_refdef.viewcache.world_numclusters = numclusters;
5710 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5711 if (r_refdef.viewcache.world_pvsbits)
5712 Mem_Free(r_refdef.viewcache.world_pvsbits);
5713 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5715 if (r_refdef.viewcache.world_numleafs != numleafs)
5717 r_refdef.viewcache.world_numleafs = numleafs;
5718 if (r_refdef.viewcache.world_leafvisible)
5719 Mem_Free(r_refdef.viewcache.world_leafvisible);
5720 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5722 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5724 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5725 if (r_refdef.viewcache.world_surfacevisible)
5726 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5727 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5731 extern rtexture_t *loadingscreentexture;
5732 void gl_main_start(void)
5734 loadingscreentexture = NULL;
5735 r_texture_blanknormalmap = NULL;
5736 r_texture_white = NULL;
5737 r_texture_grey128 = NULL;
5738 r_texture_black = NULL;
5739 r_texture_whitecube = NULL;
5740 r_texture_normalizationcube = NULL;
5741 r_texture_fogattenuation = NULL;
5742 r_texture_gammaramps = NULL;
5744 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5745 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5747 switch(vid.renderpath)
5749 case RENDERPATH_GL20:
5750 case RENDERPATH_CGGL:
5751 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5752 Cvar_SetValueQuick(&gl_combine, 1);
5753 Cvar_SetValueQuick(&r_glsl, 1);
5754 r_loadnormalmap = true;
5758 case RENDERPATH_GL13:
5759 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5760 Cvar_SetValueQuick(&gl_combine, 1);
5761 Cvar_SetValueQuick(&r_glsl, 0);
5762 r_loadnormalmap = false;
5763 r_loadgloss = false;
5766 case RENDERPATH_GL11:
5767 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5768 Cvar_SetValueQuick(&gl_combine, 0);
5769 Cvar_SetValueQuick(&r_glsl, 0);
5770 r_loadnormalmap = false;
5771 r_loadgloss = false;
5777 R_FrameData_Reset();
5781 memset(r_queries, 0, sizeof(r_queries));
5783 r_qwskincache = NULL;
5784 r_qwskincache_size = 0;
5786 // set up r_skinframe loading system for textures
5787 memset(&r_skinframe, 0, sizeof(r_skinframe));
5788 r_skinframe.loadsequence = 1;
5789 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5791 r_main_texturepool = R_AllocTexturePool();
5792 R_BuildBlankTextures();
5794 if (vid.support.arb_texture_cube_map)
5797 R_BuildNormalizationCube();
5799 r_texture_fogattenuation = NULL;
5800 r_texture_gammaramps = NULL;
5801 //r_texture_fogintensity = NULL;
5802 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5803 memset(&r_waterstate, 0, sizeof(r_waterstate));
5804 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5805 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5806 glslshaderstring = NULL;
5808 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5809 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5810 cgshaderstring = NULL;
5812 memset(&r_svbsp, 0, sizeof (r_svbsp));
5814 r_refdef.fogmasktable_density = 0;
5817 void gl_main_shutdown(void)
5820 R_FrameData_Reset();
5822 R_Main_FreeViewCache();
5825 qglDeleteQueriesARB(r_maxqueries, r_queries);
5829 memset(r_queries, 0, sizeof(r_queries));
5831 r_qwskincache = NULL;
5832 r_qwskincache_size = 0;
5834 // clear out the r_skinframe state
5835 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5836 memset(&r_skinframe, 0, sizeof(r_skinframe));
5839 Mem_Free(r_svbsp.nodes);
5840 memset(&r_svbsp, 0, sizeof (r_svbsp));
5841 R_FreeTexturePool(&r_main_texturepool);
5842 loadingscreentexture = NULL;
5843 r_texture_blanknormalmap = NULL;
5844 r_texture_white = NULL;
5845 r_texture_grey128 = NULL;
5846 r_texture_black = NULL;
5847 r_texture_whitecube = NULL;
5848 r_texture_normalizationcube = NULL;
5849 r_texture_fogattenuation = NULL;
5850 r_texture_gammaramps = NULL;
5851 //r_texture_fogintensity = NULL;
5852 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5853 memset(&r_waterstate, 0, sizeof(r_waterstate));
5857 extern void CL_ParseEntityLump(char *entitystring);
5858 void gl_main_newmap(void)
5860 // FIXME: move this code to client
5862 char *entities, entname[MAX_QPATH];
5864 Mem_Free(r_qwskincache);
5865 r_qwskincache = NULL;
5866 r_qwskincache_size = 0;
5869 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5870 l = (int)strlen(entname) - 4;
5871 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5873 memcpy(entname + l, ".ent", 5);
5874 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5876 CL_ParseEntityLump(entities);
5881 if (cl.worldmodel->brush.entities)
5882 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5884 R_Main_FreeViewCache();
5886 R_FrameData_Reset();
5889 void GL_Main_Init(void)
5891 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5893 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5894 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5895 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5896 if (gamemode == GAME_NEHAHRA)
5898 Cvar_RegisterVariable (&gl_fogenable);
5899 Cvar_RegisterVariable (&gl_fogdensity);
5900 Cvar_RegisterVariable (&gl_fogred);
5901 Cvar_RegisterVariable (&gl_foggreen);
5902 Cvar_RegisterVariable (&gl_fogblue);
5903 Cvar_RegisterVariable (&gl_fogstart);
5904 Cvar_RegisterVariable (&gl_fogend);
5905 Cvar_RegisterVariable (&gl_skyclip);
5907 Cvar_RegisterVariable(&r_motionblur);
5908 Cvar_RegisterVariable(&r_motionblur_maxblur);
5909 Cvar_RegisterVariable(&r_motionblur_bmin);
5910 Cvar_RegisterVariable(&r_motionblur_vmin);
5911 Cvar_RegisterVariable(&r_motionblur_vmax);
5912 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5913 Cvar_RegisterVariable(&r_motionblur_randomize);
5914 Cvar_RegisterVariable(&r_damageblur);
5915 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5916 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5917 Cvar_RegisterVariable(&r_equalize_entities_by);
5918 Cvar_RegisterVariable(&r_equalize_entities_to);
5919 Cvar_RegisterVariable(&r_depthfirst);
5920 Cvar_RegisterVariable(&r_useinfinitefarclip);
5921 Cvar_RegisterVariable(&r_farclip_base);
5922 Cvar_RegisterVariable(&r_farclip_world);
5923 Cvar_RegisterVariable(&r_nearclip);
5924 Cvar_RegisterVariable(&r_showbboxes);
5925 Cvar_RegisterVariable(&r_showsurfaces);
5926 Cvar_RegisterVariable(&r_showtris);
5927 Cvar_RegisterVariable(&r_shownormals);
5928 Cvar_RegisterVariable(&r_showlighting);
5929 Cvar_RegisterVariable(&r_showshadowvolumes);
5930 Cvar_RegisterVariable(&r_showcollisionbrushes);
5931 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5932 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5933 Cvar_RegisterVariable(&r_showdisabledepthtest);
5934 Cvar_RegisterVariable(&r_drawportals);
5935 Cvar_RegisterVariable(&r_drawentities);
5936 Cvar_RegisterVariable(&r_cullentities_trace);
5937 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5938 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5939 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5940 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5941 Cvar_RegisterVariable(&r_drawviewmodel);
5942 Cvar_RegisterVariable(&r_speeds);
5943 Cvar_RegisterVariable(&r_fullbrights);
5944 Cvar_RegisterVariable(&r_wateralpha);
5945 Cvar_RegisterVariable(&r_dynamic);
5946 Cvar_RegisterVariable(&r_fullbright);
5947 Cvar_RegisterVariable(&r_shadows);
5948 Cvar_RegisterVariable(&r_shadows_darken);
5949 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5950 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5951 Cvar_RegisterVariable(&r_shadows_throwdistance);
5952 Cvar_RegisterVariable(&r_shadows_throwdirection);
5953 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5954 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5955 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5956 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5957 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5958 Cvar_RegisterVariable(&r_fog_exp2);
5959 Cvar_RegisterVariable(&r_drawfog);
5960 Cvar_RegisterVariable(&r_transparentdepthmasking);
5961 Cvar_RegisterVariable(&r_texture_dds_load);
5962 Cvar_RegisterVariable(&r_texture_dds_save);
5963 Cvar_RegisterVariable(&r_textureunits);
5964 Cvar_RegisterVariable(&gl_combine);
5965 Cvar_RegisterVariable(&r_glsl);
5966 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5967 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5968 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5969 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5970 Cvar_RegisterVariable(&r_glsl_postprocess);
5971 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5972 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5973 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5974 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5975 Cvar_RegisterVariable(&r_water);
5976 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5977 Cvar_RegisterVariable(&r_water_clippingplanebias);
5978 Cvar_RegisterVariable(&r_water_refractdistort);
5979 Cvar_RegisterVariable(&r_water_reflectdistort);
5980 Cvar_RegisterVariable(&r_lerpsprites);
5981 Cvar_RegisterVariable(&r_lerpmodels);
5982 Cvar_RegisterVariable(&r_lerplightstyles);
5983 Cvar_RegisterVariable(&r_waterscroll);
5984 Cvar_RegisterVariable(&r_bloom);
5985 Cvar_RegisterVariable(&r_bloom_colorscale);
5986 Cvar_RegisterVariable(&r_bloom_brighten);
5987 Cvar_RegisterVariable(&r_bloom_blur);
5988 Cvar_RegisterVariable(&r_bloom_resolution);
5989 Cvar_RegisterVariable(&r_bloom_colorexponent);
5990 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5991 Cvar_RegisterVariable(&r_hdr);
5992 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5993 Cvar_RegisterVariable(&r_hdr_glowintensity);
5994 Cvar_RegisterVariable(&r_hdr_range);
5995 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5996 Cvar_RegisterVariable(&developer_texturelogging);
5997 Cvar_RegisterVariable(&gl_lightmaps);
5998 Cvar_RegisterVariable(&r_test);
5999 Cvar_RegisterVariable(&r_batchmode);
6000 Cvar_RegisterVariable(&r_glsl_saturation);
6001 Cvar_RegisterVariable(&r_framedatasize);
6002 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6003 Cvar_SetValue("r_fullbrights", 0);
6004 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6006 Cvar_RegisterVariable(&r_track_sprites);
6007 Cvar_RegisterVariable(&r_track_sprites_flags);
6008 Cvar_RegisterVariable(&r_track_sprites_scalew);
6009 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6010 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6011 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6014 extern void R_Textures_Init(void);
6015 extern void GL_Draw_Init(void);
6016 extern void GL_Main_Init(void);
6017 extern void R_Shadow_Init(void);
6018 extern void R_Sky_Init(void);
6019 extern void GL_Surf_Init(void);
6020 extern void R_Particles_Init(void);
6021 extern void R_Explosion_Init(void);
6022 extern void gl_backend_init(void);
6023 extern void Sbar_Init(void);
6024 extern void R_LightningBeams_Init(void);
6025 extern void Mod_RenderInit(void);
6026 extern void Font_Init(void);
6028 void Render_Init(void)
6041 R_LightningBeams_Init();
6050 extern char *ENGINE_EXTENSIONS;
6053 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6054 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6055 gl_version = (const char *)qglGetString(GL_VERSION);
6056 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6060 if (!gl_platformextensions)
6061 gl_platformextensions = "";
6063 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6064 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6065 Con_Printf("GL_VERSION: %s\n", gl_version);
6066 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6067 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6069 VID_CheckExtensions();
6071 // LordHavoc: report supported extensions
6072 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6074 // clear to black (loading plaque will be seen over this)
6076 qglClearColor(0,0,0,1);CHECKGLERROR
6077 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6080 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6084 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6086 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6089 p = r_refdef.view.frustum + i;
6094 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6098 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6102 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6106 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6110 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6114 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6118 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6122 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6130 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6134 for (i = 0;i < numplanes;i++)
6141 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6145 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6149 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6153 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6157 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6161 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6165 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6169 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6177 //==================================================================================
6179 // LordHavoc: this stores temporary data used within the same frame
6181 qboolean r_framedata_failed;
6182 static size_t r_framedata_size;
6183 static size_t r_framedata_current;
6184 static void *r_framedata_base;
6186 void R_FrameData_Reset(void)
6188 if (r_framedata_base)
6189 Mem_Free(r_framedata_base);
6190 r_framedata_base = NULL;
6191 r_framedata_size = 0;
6192 r_framedata_current = 0;
6193 r_framedata_failed = false;
6196 void R_FrameData_NewFrame(void)
6199 if (r_framedata_failed)
6200 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6201 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6202 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6203 if (r_framedata_size != wantedsize)
6205 r_framedata_size = wantedsize;
6206 if (r_framedata_base)
6207 Mem_Free(r_framedata_base);
6208 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6210 r_framedata_current = 0;
6211 r_framedata_failed = false;
6214 void *R_FrameData_Alloc(size_t size)
6218 // align to 16 byte boundary
6219 size = (size + 15) & ~15;
6220 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6221 r_framedata_current += size;
6224 if (r_framedata_current > r_framedata_size)
6225 r_framedata_failed = true;
6227 // return NULL on everything after a failure
6228 if (r_framedata_failed)
6234 void *R_FrameData_Store(size_t size, void *data)
6236 void *d = R_FrameData_Alloc(size);
6238 memcpy(d, data, size);
6242 //==================================================================================
6244 // LordHavoc: animcache originally written by Echon, rewritten since then
6247 * Animation cache prevents re-generating mesh data for an animated model
6248 * multiple times in one frame for lighting, shadowing, reflections, etc.
6251 void R_AnimCache_Free(void)
6255 void R_AnimCache_ClearCache(void)
6258 entity_render_t *ent;
6260 for (i = 0;i < r_refdef.scene.numentities;i++)
6262 ent = r_refdef.scene.entities[i];
6263 ent->animcache_vertex3f = NULL;
6264 ent->animcache_normal3f = NULL;
6265 ent->animcache_svector3f = NULL;
6266 ent->animcache_tvector3f = NULL;
6270 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6272 dp_model_t *model = ent->model;
6274 // see if it's already cached this frame
6275 if (ent->animcache_vertex3f)
6277 // add normals/tangents if needed
6278 if (wantnormals || wanttangents)
6280 if (ent->animcache_normal3f)
6281 wantnormals = false;
6282 if (ent->animcache_svector3f)
6283 wanttangents = false;
6284 if (wantnormals || wanttangents)
6286 numvertices = model->surfmesh.num_vertices;
6288 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6291 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6292 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6294 if (!r_framedata_failed)
6295 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6301 // see if this ent is worth caching
6302 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6304 // get some memory for this entity and generate mesh data
6305 numvertices = model->surfmesh.num_vertices;
6306 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6308 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6311 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6312 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6314 if (!r_framedata_failed)
6315 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6317 return !r_framedata_failed;
6320 void R_AnimCache_CacheVisibleEntities(void)
6323 qboolean wantnormals = !r_showsurfaces.integer;
6324 qboolean wanttangents = !r_showsurfaces.integer;
6326 switch(vid.renderpath)
6328 case RENDERPATH_GL20:
6329 case RENDERPATH_CGGL:
6331 case RENDERPATH_GL13:
6332 case RENDERPATH_GL11:
6333 wanttangents = false;
6337 // TODO: thread this
6338 // NOTE: R_PrepareRTLights() also caches entities
6340 for (i = 0;i < r_refdef.scene.numentities;i++)
6341 if (r_refdef.viewcache.entityvisible[i])
6342 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6344 if (r_shadows.integer)
6345 for (i = 0;i < r_refdef.scene.numentities;i++)
6346 if (!r_refdef.viewcache.entityvisible[i])
6347 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6350 //==================================================================================
6352 static void R_View_UpdateEntityLighting (void)
6355 entity_render_t *ent;
6356 vec3_t tempdiffusenormal, avg;
6357 vec_t f, fa, fd, fdd;
6359 for (i = 0;i < r_refdef.scene.numentities;i++)
6361 ent = r_refdef.scene.entities[i];
6363 // skip unseen models
6364 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6368 if (ent->model && ent->model->brush.num_leafs)
6370 // TODO: use modellight for r_ambient settings on world?
6371 VectorSet(ent->modellight_ambient, 0, 0, 0);
6372 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6373 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6377 // fetch the lighting from the worldmodel data
6378 VectorClear(ent->modellight_ambient);
6379 VectorClear(ent->modellight_diffuse);
6380 VectorClear(tempdiffusenormal);
6381 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6384 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6385 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6386 if(ent->flags & RENDER_EQUALIZE)
6388 // first fix up ambient lighting...
6389 if(r_equalize_entities_minambient.value > 0)
6391 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6394 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6395 if(fa < r_equalize_entities_minambient.value * fd)
6398 // fa'/fd' = minambient
6399 // fa'+0.25*fd' = fa+0.25*fd
6401 // fa' = fd' * minambient
6402 // fd'*(0.25+minambient) = fa+0.25*fd
6404 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6405 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6407 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6408 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
6409 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6410 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6415 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6417 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6418 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6421 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6422 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6423 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6429 VectorSet(ent->modellight_ambient, 1, 1, 1);
6431 // move the light direction into modelspace coordinates for lighting code
6432 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6433 if(VectorLength2(ent->modellight_lightdir) == 0)
6434 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6435 VectorNormalize(ent->modellight_lightdir);
6439 #define MAX_LINEOFSIGHTTRACES 64
6441 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6444 vec3_t boxmins, boxmaxs;
6447 dp_model_t *model = r_refdef.scene.worldmodel;
6449 if (!model || !model->brush.TraceLineOfSight)
6452 // expand the box a little
6453 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6454 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6455 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6456 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6457 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6458 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6461 VectorCopy(eye, start);
6462 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6463 if (model->brush.TraceLineOfSight(model, start, end))
6466 // try various random positions
6467 for (i = 0;i < numsamples;i++)
6469 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6470 if (model->brush.TraceLineOfSight(model, start, end))
6478 static void R_View_UpdateEntityVisible (void)
6483 entity_render_t *ent;
6485 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6486 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6488 // worldmodel can check visibility
6489 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6490 for (i = 0;i < r_refdef.scene.numentities;i++)
6492 ent = r_refdef.scene.entities[i];
6493 if (!(ent->flags & renderimask))
6494 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6495 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))
6496 r_refdef.viewcache.entityvisible[i] = true;
6498 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6500 for (i = 0;i < r_refdef.scene.numentities;i++)
6502 ent = r_refdef.scene.entities[i];
6503 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6505 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6507 continue; // temp entities do pvs only
6508 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6509 ent->last_trace_visibility = realtime;
6510 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6511 r_refdef.viewcache.entityvisible[i] = 0;
6518 // no worldmodel or it can't check visibility
6519 for (i = 0;i < r_refdef.scene.numentities;i++)
6521 ent = r_refdef.scene.entities[i];
6522 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));
6527 /// only used if skyrendermasked, and normally returns false
6528 int R_DrawBrushModelsSky (void)
6531 entity_render_t *ent;
6534 for (i = 0;i < r_refdef.scene.numentities;i++)
6536 if (!r_refdef.viewcache.entityvisible[i])
6538 ent = r_refdef.scene.entities[i];
6539 if (!ent->model || !ent->model->DrawSky)
6541 ent->model->DrawSky(ent);
6547 static void R_DrawNoModel(entity_render_t *ent);
6548 static void R_DrawModels(void)
6551 entity_render_t *ent;
6553 for (i = 0;i < r_refdef.scene.numentities;i++)
6555 if (!r_refdef.viewcache.entityvisible[i])
6557 ent = r_refdef.scene.entities[i];
6558 r_refdef.stats.entities++;
6559 if (ent->model && ent->model->Draw != NULL)
6560 ent->model->Draw(ent);
6566 static void R_DrawModelsDepth(void)
6569 entity_render_t *ent;
6571 for (i = 0;i < r_refdef.scene.numentities;i++)
6573 if (!r_refdef.viewcache.entityvisible[i])
6575 ent = r_refdef.scene.entities[i];
6576 if (ent->model && ent->model->DrawDepth != NULL)
6577 ent->model->DrawDepth(ent);
6581 static void R_DrawModelsDebug(void)
6584 entity_render_t *ent;
6586 for (i = 0;i < r_refdef.scene.numentities;i++)
6588 if (!r_refdef.viewcache.entityvisible[i])
6590 ent = r_refdef.scene.entities[i];
6591 if (ent->model && ent->model->DrawDebug != NULL)
6592 ent->model->DrawDebug(ent);
6596 static void R_DrawModelsAddWaterPlanes(void)
6599 entity_render_t *ent;
6601 for (i = 0;i < r_refdef.scene.numentities;i++)
6603 if (!r_refdef.viewcache.entityvisible[i])
6605 ent = r_refdef.scene.entities[i];
6606 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6607 ent->model->DrawAddWaterPlanes(ent);
6611 static void R_View_SetFrustum(void)
6614 double slopex, slopey;
6615 vec3_t forward, left, up, origin;
6617 // we can't trust r_refdef.view.forward and friends in reflected scenes
6618 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6621 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6622 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6623 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6624 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6625 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6626 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6627 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6628 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6629 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6630 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6631 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6632 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6636 zNear = r_refdef.nearclip;
6637 nudge = 1.0 - 1.0 / (1<<23);
6638 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6639 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6640 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6641 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6642 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6643 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6644 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6645 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6651 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6652 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6653 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6654 r_refdef.view.frustum[0].dist = m[15] - m[12];
6656 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6657 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6658 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6659 r_refdef.view.frustum[1].dist = m[15] + m[12];
6661 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6662 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6663 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6664 r_refdef.view.frustum[2].dist = m[15] - m[13];
6666 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6667 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6668 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6669 r_refdef.view.frustum[3].dist = m[15] + m[13];
6671 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6672 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6673 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6674 r_refdef.view.frustum[4].dist = m[15] - m[14];
6676 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6677 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6678 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6679 r_refdef.view.frustum[5].dist = m[15] + m[14];
6682 if (r_refdef.view.useperspective)
6684 slopex = 1.0 / r_refdef.view.frustum_x;
6685 slopey = 1.0 / r_refdef.view.frustum_y;
6686 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6687 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6688 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6689 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6690 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6692 // Leaving those out was a mistake, those were in the old code, and they
6693 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6694 // I couldn't reproduce it after adding those normalizations. --blub
6695 VectorNormalize(r_refdef.view.frustum[0].normal);
6696 VectorNormalize(r_refdef.view.frustum[1].normal);
6697 VectorNormalize(r_refdef.view.frustum[2].normal);
6698 VectorNormalize(r_refdef.view.frustum[3].normal);
6700 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6701 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6702 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6703 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
6704 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
6706 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6707 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6708 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6709 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6710 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6714 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6715 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6716 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6717 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6718 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6719 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6720 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6721 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6722 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6723 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6725 r_refdef.view.numfrustumplanes = 5;
6727 if (r_refdef.view.useclipplane)
6729 r_refdef.view.numfrustumplanes = 6;
6730 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6733 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6734 PlaneClassify(r_refdef.view.frustum + i);
6736 // LordHavoc: note to all quake engine coders, Quake had a special case
6737 // for 90 degrees which assumed a square view (wrong), so I removed it,
6738 // Quake2 has it disabled as well.
6740 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6741 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6742 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6743 //PlaneClassify(&frustum[0]);
6745 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6746 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6747 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6748 //PlaneClassify(&frustum[1]);
6750 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6751 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6752 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6753 //PlaneClassify(&frustum[2]);
6755 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6756 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6757 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6758 //PlaneClassify(&frustum[3]);
6761 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6762 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6763 //PlaneClassify(&frustum[4]);
6766 void R_View_Update(void)
6768 R_Main_ResizeViewCache();
6769 R_View_SetFrustum();
6770 R_View_WorldVisibility(r_refdef.view.useclipplane);
6771 R_View_UpdateEntityVisible();
6772 R_View_UpdateEntityLighting();
6775 void R_SetupView(qboolean allowwaterclippingplane)
6777 const float *customclipplane = NULL;
6779 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6781 // LordHavoc: couldn't figure out how to make this approach the
6782 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6783 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6784 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6785 dist = r_refdef.view.clipplane.dist;
6786 plane[0] = r_refdef.view.clipplane.normal[0];
6787 plane[1] = r_refdef.view.clipplane.normal[1];
6788 plane[2] = r_refdef.view.clipplane.normal[2];
6790 customclipplane = plane;
6793 if (!r_refdef.view.useperspective)
6794 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);
6795 else if (vid.stencil && r_useinfinitefarclip.integer)
6796 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);
6798 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);
6799 R_SetViewport(&r_refdef.view.viewport);
6802 void R_EntityMatrix(const matrix4x4_t *matrix)
6804 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6806 gl_modelmatrixchanged = false;
6807 gl_modelmatrix = *matrix;
6808 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6809 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6810 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6811 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6813 switch(vid.renderpath)
6815 case RENDERPATH_GL20:
6816 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6817 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6818 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6820 case RENDERPATH_CGGL:
6823 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6824 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6825 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6828 case RENDERPATH_GL13:
6829 case RENDERPATH_GL11:
6830 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6836 void R_ResetViewRendering2D(void)
6838 r_viewport_t viewport;
6841 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6842 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);
6843 R_SetViewport(&viewport);
6844 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6845 GL_Color(1, 1, 1, 1);
6846 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6847 GL_BlendFunc(GL_ONE, GL_ZERO);
6848 GL_AlphaTest(false);
6849 GL_ScissorTest(false);
6850 GL_DepthMask(false);
6851 GL_DepthRange(0, 1);
6852 GL_DepthTest(false);
6853 R_EntityMatrix(&identitymatrix);
6854 R_Mesh_ResetTextureState();
6855 GL_PolygonOffset(0, 0);
6856 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6857 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6858 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6859 qglStencilMask(~0);CHECKGLERROR
6860 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6861 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6862 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6865 void R_ResetViewRendering3D(void)
6870 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6871 GL_Color(1, 1, 1, 1);
6872 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6873 GL_BlendFunc(GL_ONE, GL_ZERO);
6874 GL_AlphaTest(false);
6875 GL_ScissorTest(true);
6877 GL_DepthRange(0, 1);
6879 R_EntityMatrix(&identitymatrix);
6880 R_Mesh_ResetTextureState();
6881 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6882 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6883 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6884 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6885 qglStencilMask(~0);CHECKGLERROR
6886 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6887 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6888 GL_CullFace(r_refdef.view.cullface_back);
6891 void R_RenderScene(void);
6892 void R_RenderWaterPlanes(void);
6894 static void R_Water_StartFrame(void)
6897 int waterwidth, waterheight, texturewidth, textureheight;
6898 r_waterstate_waterplane_t *p;
6900 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6903 switch(vid.renderpath)
6905 case RENDERPATH_GL20:
6906 case RENDERPATH_CGGL:
6908 case RENDERPATH_GL13:
6909 case RENDERPATH_GL11:
6913 // set waterwidth and waterheight to the water resolution that will be
6914 // used (often less than the screen resolution for faster rendering)
6915 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6916 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6918 // calculate desired texture sizes
6919 // can't use water if the card does not support the texture size
6920 if (!r_water.integer || r_showsurfaces.integer)
6921 texturewidth = textureheight = waterwidth = waterheight = 0;
6922 else if (vid.support.arb_texture_non_power_of_two)
6924 texturewidth = waterwidth;
6925 textureheight = waterheight;
6929 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6930 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6933 // allocate textures as needed
6934 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6936 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6937 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6939 if (p->texture_refraction)
6940 R_FreeTexture(p->texture_refraction);
6941 p->texture_refraction = NULL;
6942 if (p->texture_reflection)
6943 R_FreeTexture(p->texture_reflection);
6944 p->texture_reflection = NULL;
6946 memset(&r_waterstate, 0, sizeof(r_waterstate));
6947 r_waterstate.texturewidth = texturewidth;
6948 r_waterstate.textureheight = textureheight;
6951 if (r_waterstate.texturewidth)
6953 r_waterstate.enabled = true;
6955 // when doing a reduced render (HDR) we want to use a smaller area
6956 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6957 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6959 // set up variables that will be used in shader setup
6960 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6961 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6962 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6963 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6966 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6967 r_waterstate.numwaterplanes = 0;
6970 void R_Water_AddWaterPlane(msurface_t *surface)
6972 int triangleindex, planeindex;
6978 r_waterstate_waterplane_t *p;
6979 texture_t *t = R_GetCurrentTexture(surface->texture);
6980 // just use the first triangle with a valid normal for any decisions
6981 VectorClear(normal);
6982 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6984 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6985 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6986 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6987 TriangleNormal(vert[0], vert[1], vert[2], normal);
6988 if (VectorLength2(normal) >= 0.001)
6992 VectorCopy(normal, plane.normal);
6993 VectorNormalize(plane.normal);
6994 plane.dist = DotProduct(vert[0], plane.normal);
6995 PlaneClassify(&plane);
6996 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6998 // skip backfaces (except if nocullface is set)
6999 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7001 VectorNegate(plane.normal, plane.normal);
7003 PlaneClassify(&plane);
7007 // find a matching plane if there is one
7008 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7009 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7011 if (planeindex >= r_waterstate.maxwaterplanes)
7012 return; // nothing we can do, out of planes
7014 // if this triangle does not fit any known plane rendered this frame, add one
7015 if (planeindex >= r_waterstate.numwaterplanes)
7017 // store the new plane
7018 r_waterstate.numwaterplanes++;
7020 // clear materialflags and pvs
7021 p->materialflags = 0;
7022 p->pvsvalid = false;
7024 // merge this surface's materialflags into the waterplane
7025 p->materialflags |= t->currentmaterialflags;
7026 // merge this surface's PVS into the waterplane
7027 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7028 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7029 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7031 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7036 static void R_Water_ProcessPlanes(void)
7038 r_refdef_view_t originalview;
7039 r_refdef_view_t myview;
7041 r_waterstate_waterplane_t *p;
7043 originalview = r_refdef.view;
7045 // make sure enough textures are allocated
7046 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7048 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7050 if (!p->texture_refraction)
7051 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7052 if (!p->texture_refraction)
7056 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7058 if (!p->texture_reflection)
7059 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7060 if (!p->texture_reflection)
7066 r_refdef.view = originalview;
7067 r_refdef.view.showdebug = false;
7068 r_refdef.view.width = r_waterstate.waterwidth;
7069 r_refdef.view.height = r_waterstate.waterheight;
7070 r_refdef.view.useclipplane = true;
7071 myview = r_refdef.view;
7072 r_waterstate.renderingscene = true;
7073 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7075 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7077 r_refdef.view = myview;
7078 // render reflected scene and copy into texture
7079 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7080 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7081 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7082 r_refdef.view.clipplane = p->plane;
7083 // reverse the cullface settings for this render
7084 r_refdef.view.cullface_front = GL_FRONT;
7085 r_refdef.view.cullface_back = GL_BACK;
7086 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7088 r_refdef.view.usecustompvs = true;
7090 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7092 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7095 R_ResetViewRendering3D();
7096 R_ClearScreen(r_refdef.fogenabled);
7100 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);
7103 // render the normal view scene and copy into texture
7104 // (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)
7105 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7107 r_refdef.view = myview;
7108 r_refdef.view.clipplane = p->plane;
7109 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7110 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7111 PlaneClassify(&r_refdef.view.clipplane);
7113 R_ResetViewRendering3D();
7114 R_ClearScreen(r_refdef.fogenabled);
7118 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);
7122 r_waterstate.renderingscene = false;
7123 r_refdef.view = originalview;
7124 R_ResetViewRendering3D();
7125 R_ClearScreen(r_refdef.fogenabled);
7129 r_refdef.view = originalview;
7130 r_waterstate.renderingscene = false;
7131 Cvar_SetValueQuick(&r_water, 0);
7132 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7136 void R_Bloom_StartFrame(void)
7138 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7140 switch(vid.renderpath)
7142 case RENDERPATH_GL20:
7143 case RENDERPATH_CGGL:
7145 case RENDERPATH_GL13:
7146 case RENDERPATH_GL11:
7150 // set bloomwidth and bloomheight to the bloom resolution that will be
7151 // used (often less than the screen resolution for faster rendering)
7152 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7153 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7154 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7155 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7156 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7158 // calculate desired texture sizes
7159 if (vid.support.arb_texture_non_power_of_two)
7161 screentexturewidth = r_refdef.view.width;
7162 screentextureheight = r_refdef.view.height;
7163 bloomtexturewidth = r_bloomstate.bloomwidth;
7164 bloomtextureheight = r_bloomstate.bloomheight;
7168 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7169 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7170 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7171 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7174 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))
7176 Cvar_SetValueQuick(&r_hdr, 0);
7177 Cvar_SetValueQuick(&r_bloom, 0);
7178 Cvar_SetValueQuick(&r_motionblur, 0);
7179 Cvar_SetValueQuick(&r_damageblur, 0);
7182 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)))
7183 screentexturewidth = screentextureheight = 0;
7184 if (!r_hdr.integer && !r_bloom.integer)
7185 bloomtexturewidth = bloomtextureheight = 0;
7187 // allocate textures as needed
7188 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7190 if (r_bloomstate.texture_screen)
7191 R_FreeTexture(r_bloomstate.texture_screen);
7192 r_bloomstate.texture_screen = NULL;
7193 r_bloomstate.screentexturewidth = screentexturewidth;
7194 r_bloomstate.screentextureheight = screentextureheight;
7195 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7196 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7198 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7200 if (r_bloomstate.texture_bloom)
7201 R_FreeTexture(r_bloomstate.texture_bloom);
7202 r_bloomstate.texture_bloom = NULL;
7203 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7204 r_bloomstate.bloomtextureheight = bloomtextureheight;
7205 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7206 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7209 // when doing a reduced render (HDR) we want to use a smaller area
7210 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7211 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7212 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7213 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7214 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7216 // set up a texcoord array for the full resolution screen image
7217 // (we have to keep this around to copy back during final render)
7218 r_bloomstate.screentexcoord2f[0] = 0;
7219 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7220 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7221 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7222 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7223 r_bloomstate.screentexcoord2f[5] = 0;
7224 r_bloomstate.screentexcoord2f[6] = 0;
7225 r_bloomstate.screentexcoord2f[7] = 0;
7227 // set up a texcoord array for the reduced resolution bloom image
7228 // (which will be additive blended over the screen image)
7229 r_bloomstate.bloomtexcoord2f[0] = 0;
7230 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7231 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7232 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7233 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7234 r_bloomstate.bloomtexcoord2f[5] = 0;
7235 r_bloomstate.bloomtexcoord2f[6] = 0;
7236 r_bloomstate.bloomtexcoord2f[7] = 0;
7238 if (r_hdr.integer || r_bloom.integer)
7240 r_bloomstate.enabled = true;
7241 r_bloomstate.hdr = r_hdr.integer != 0;
7244 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);
7247 void R_Bloom_CopyBloomTexture(float colorscale)
7249 r_refdef.stats.bloom++;
7251 // scale down screen texture to the bloom texture size
7253 R_SetViewport(&r_bloomstate.viewport);
7254 GL_BlendFunc(GL_ONE, GL_ZERO);
7255 GL_Color(colorscale, colorscale, colorscale, 1);
7256 // TODO: optimize with multitexture or GLSL
7257 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7258 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7259 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7260 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7262 // we now have a bloom image in the framebuffer
7263 // copy it into the bloom image texture for later processing
7264 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);
7265 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7268 void R_Bloom_CopyHDRTexture(void)
7270 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);
7271 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7274 void R_Bloom_MakeTexture(void)
7277 float xoffset, yoffset, r, brighten;
7279 r_refdef.stats.bloom++;
7281 R_ResetViewRendering2D();
7282 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7283 R_Mesh_ColorPointer(NULL, 0, 0);
7285 // we have a bloom image in the framebuffer
7287 R_SetViewport(&r_bloomstate.viewport);
7289 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7292 r = bound(0, r_bloom_colorexponent.value / x, 1);
7293 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7294 GL_Color(r, r, r, 1);
7295 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7296 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7297 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7298 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7300 // copy the vertically blurred bloom view to a texture
7301 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);
7302 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7305 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7306 brighten = r_bloom_brighten.value;
7308 brighten *= r_hdr_range.value;
7309 brighten = sqrt(brighten);
7311 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7312 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7313 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7315 for (dir = 0;dir < 2;dir++)
7317 // blend on at multiple vertical offsets to achieve a vertical blur
7318 // TODO: do offset blends using GLSL
7319 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7320 GL_BlendFunc(GL_ONE, GL_ZERO);
7321 for (x = -range;x <= range;x++)
7323 if (!dir){xoffset = 0;yoffset = x;}
7324 else {xoffset = x;yoffset = 0;}
7325 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7326 yoffset /= (float)r_bloomstate.bloomtextureheight;
7327 // compute a texcoord array with the specified x and y offset
7328 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7329 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7330 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7331 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7332 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7333 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7334 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7335 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7336 // this r value looks like a 'dot' particle, fading sharply to
7337 // black at the edges
7338 // (probably not realistic but looks good enough)
7339 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7340 //r = brighten/(range*2+1);
7341 r = brighten / (range * 2 + 1);
7343 r *= (1 - x*x/(float)(range*range));
7344 GL_Color(r, r, r, 1);
7345 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7346 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7347 GL_BlendFunc(GL_ONE, GL_ONE);
7350 // copy the vertically blurred bloom view to a texture
7351 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);
7352 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7355 // apply subtract last
7356 // (just like it would be in a GLSL shader)
7357 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7359 GL_BlendFunc(GL_ONE, GL_ZERO);
7360 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7361 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7362 GL_Color(1, 1, 1, 1);
7363 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7364 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7366 GL_BlendFunc(GL_ONE, GL_ONE);
7367 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7368 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7369 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7370 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7371 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7372 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7373 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7375 // copy the darkened bloom view to a texture
7376 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);
7377 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7381 void R_HDR_RenderBloomTexture(void)
7383 int oldwidth, oldheight;
7384 float oldcolorscale;
7386 oldcolorscale = r_refdef.view.colorscale;
7387 oldwidth = r_refdef.view.width;
7388 oldheight = r_refdef.view.height;
7389 r_refdef.view.width = r_bloomstate.bloomwidth;
7390 r_refdef.view.height = r_bloomstate.bloomheight;
7392 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7393 // TODO: add exposure compensation features
7394 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7396 r_refdef.view.showdebug = false;
7397 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7399 R_ResetViewRendering3D();
7401 R_ClearScreen(r_refdef.fogenabled);
7402 if (r_timereport_active)
7403 R_TimeReport("HDRclear");
7406 if (r_timereport_active)
7407 R_TimeReport("visibility");
7409 // only do secondary renders with HDR if r_hdr is 2 or higher
7410 r_waterstate.numwaterplanes = 0;
7411 if (r_waterstate.enabled && r_hdr.integer >= 2)
7412 R_RenderWaterPlanes();
7414 r_refdef.view.showdebug = true;
7416 r_waterstate.numwaterplanes = 0;
7418 R_ResetViewRendering2D();
7420 R_Bloom_CopyHDRTexture();
7421 R_Bloom_MakeTexture();
7423 // restore the view settings
7424 r_refdef.view.width = oldwidth;
7425 r_refdef.view.height = oldheight;
7426 r_refdef.view.colorscale = oldcolorscale;
7428 R_ResetViewRendering3D();
7430 R_ClearScreen(r_refdef.fogenabled);
7431 if (r_timereport_active)
7432 R_TimeReport("viewclear");
7435 static void R_BlendView(void)
7437 unsigned int permutation;
7438 float uservecs[4][4];
7440 switch (vid.renderpath)
7442 case RENDERPATH_GL20:
7443 case RENDERPATH_CGGL:
7445 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7446 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7447 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7448 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7449 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7451 if (r_bloomstate.texture_screen)
7453 // make sure the buffer is available
7454 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7456 R_ResetViewRendering2D();
7457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7458 R_Mesh_ColorPointer(NULL, 0, 0);
7460 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7462 // declare variables
7464 static float avgspeed;
7466 speed = VectorLength(cl.movement_velocity);
7468 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7469 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7471 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7472 speed = bound(0, speed, 1);
7473 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7475 // calculate values into a standard alpha
7476 cl.motionbluralpha = 1 - exp(-
7478 (r_motionblur.value * speed / 80)
7480 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7483 max(0.0001, cl.time - cl.oldtime) // fps independent
7486 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7487 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7489 if (cl.motionbluralpha > 0)
7491 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7492 GL_Color(1, 1, 1, cl.motionbluralpha);
7493 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7494 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7495 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7496 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7500 // copy view into the screen texture
7501 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);
7502 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7504 else if (!r_bloomstate.texture_bloom)
7506 // we may still have to do view tint...
7507 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7509 // apply a color tint to the whole view
7510 R_ResetViewRendering2D();
7511 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7512 R_Mesh_ColorPointer(NULL, 0, 0);
7513 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7515 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7516 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7518 break; // no screen processing, no bloom, skip it
7521 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7523 // render simple bloom effect
7524 // copy the screen and shrink it and darken it for the bloom process
7525 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7526 // make the bloom texture
7527 R_Bloom_MakeTexture();
7530 #if _MSC_VER >= 1400
7531 #define sscanf sscanf_s
7533 memset(uservecs, 0, sizeof(uservecs));
7534 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7535 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7536 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7537 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7539 R_ResetViewRendering2D();
7540 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7541 R_Mesh_ColorPointer(NULL, 0, 0);
7542 GL_Color(1, 1, 1, 1);
7543 GL_BlendFunc(GL_ONE, GL_ZERO);
7544 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7545 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7547 switch(vid.renderpath)
7549 case RENDERPATH_GL20:
7550 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7551 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7552 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7553 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7554 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]);
7555 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7556 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7557 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]);
7558 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]);
7559 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]);
7560 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]);
7561 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7562 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7564 case RENDERPATH_CGGL:
7566 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7567 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7568 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7569 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7570 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
7571 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7572 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7573 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
7574 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
7575 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
7576 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
7577 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7578 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7584 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7585 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7587 case RENDERPATH_GL13:
7588 case RENDERPATH_GL11:
7589 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7591 // apply a color tint to the whole view
7592 R_ResetViewRendering2D();
7593 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7594 R_Mesh_ColorPointer(NULL, 0, 0);
7595 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7596 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7597 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7598 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7604 matrix4x4_t r_waterscrollmatrix;
7606 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7608 if (r_refdef.fog_density)
7610 r_refdef.fogcolor[0] = r_refdef.fog_red;
7611 r_refdef.fogcolor[1] = r_refdef.fog_green;
7612 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7614 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7615 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7616 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7617 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7621 VectorCopy(r_refdef.fogcolor, fogvec);
7622 // color.rgb *= ContrastBoost * SceneBrightness;
7623 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7624 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7625 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7626 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7631 void R_UpdateVariables(void)
7635 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7637 r_refdef.farclip = r_farclip_base.value;
7638 if (r_refdef.scene.worldmodel)
7639 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7640 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7642 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7643 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7644 r_refdef.polygonfactor = 0;
7645 r_refdef.polygonoffset = 0;
7646 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7647 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7649 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7650 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7651 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7652 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7653 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7654 if (r_showsurfaces.integer)
7656 r_refdef.scene.rtworld = false;
7657 r_refdef.scene.rtworldshadows = false;
7658 r_refdef.scene.rtdlight = false;
7659 r_refdef.scene.rtdlightshadows = false;
7660 r_refdef.lightmapintensity = 0;
7663 if (gamemode == GAME_NEHAHRA)
7665 if (gl_fogenable.integer)
7667 r_refdef.oldgl_fogenable = true;
7668 r_refdef.fog_density = gl_fogdensity.value;
7669 r_refdef.fog_red = gl_fogred.value;
7670 r_refdef.fog_green = gl_foggreen.value;
7671 r_refdef.fog_blue = gl_fogblue.value;
7672 r_refdef.fog_alpha = 1;
7673 r_refdef.fog_start = 0;
7674 r_refdef.fog_end = gl_skyclip.value;
7675 r_refdef.fog_height = 1<<30;
7676 r_refdef.fog_fadedepth = 128;
7678 else if (r_refdef.oldgl_fogenable)
7680 r_refdef.oldgl_fogenable = false;
7681 r_refdef.fog_density = 0;
7682 r_refdef.fog_red = 0;
7683 r_refdef.fog_green = 0;
7684 r_refdef.fog_blue = 0;
7685 r_refdef.fog_alpha = 0;
7686 r_refdef.fog_start = 0;
7687 r_refdef.fog_end = 0;
7688 r_refdef.fog_height = 1<<30;
7689 r_refdef.fog_fadedepth = 128;
7693 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7694 r_refdef.fog_start = max(0, r_refdef.fog_start);
7695 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7697 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7699 if (r_refdef.fog_density && r_drawfog.integer)
7701 r_refdef.fogenabled = true;
7702 // this is the point where the fog reaches 0.9986 alpha, which we
7703 // consider a good enough cutoff point for the texture
7704 // (0.9986 * 256 == 255.6)
7705 if (r_fog_exp2.integer)
7706 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7708 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7709 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7710 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7711 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7712 // fog color was already set
7713 // update the fog texture
7714 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)
7715 R_BuildFogTexture();
7718 r_refdef.fogenabled = false;
7720 switch(vid.renderpath)
7722 case RENDERPATH_GL20:
7723 case RENDERPATH_CGGL:
7724 if(v_glslgamma.integer && !vid_gammatables_trivial)
7726 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7728 // build GLSL gamma texture
7729 #define RAMPWIDTH 256
7730 unsigned short ramp[RAMPWIDTH * 3];
7731 unsigned char rampbgr[RAMPWIDTH][4];
7734 r_texture_gammaramps_serial = vid_gammatables_serial;
7736 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7737 for(i = 0; i < RAMPWIDTH; ++i)
7739 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7740 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7741 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7744 if (r_texture_gammaramps)
7746 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7750 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7756 // remove GLSL gamma texture
7759 case RENDERPATH_GL13:
7760 case RENDERPATH_GL11:
7765 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7766 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7772 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7773 if( scenetype != r_currentscenetype ) {
7774 // store the old scenetype
7775 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7776 r_currentscenetype = scenetype;
7777 // move in the new scene
7778 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7787 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7789 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7790 if( scenetype == r_currentscenetype ) {
7791 return &r_refdef.scene;
7793 return &r_scenes_store[ scenetype ];
7802 void R_RenderView(void)
7804 if (r_timereport_active)
7805 R_TimeReport("start");
7806 r_textureframe++; // used only by R_GetCurrentTexture
7807 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7809 if (!r_drawentities.integer)
7810 r_refdef.scene.numentities = 0;
7812 R_AnimCache_ClearCache();
7813 R_FrameData_NewFrame();
7815 if (r_refdef.view.isoverlay)
7817 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7818 GL_Clear( GL_DEPTH_BUFFER_BIT );
7819 R_TimeReport("depthclear");
7821 r_refdef.view.showdebug = false;
7823 r_waterstate.enabled = false;
7824 r_waterstate.numwaterplanes = 0;
7832 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7833 return; //Host_Error ("R_RenderView: NULL worldmodel");
7835 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7837 // break apart the view matrix into vectors for various purposes
7838 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7839 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7840 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7841 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7842 // make an inverted copy of the view matrix for tracking sprites
7843 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7845 R_Shadow_UpdateWorldLightSelection();
7847 R_Bloom_StartFrame();
7848 R_Water_StartFrame();
7851 if (r_timereport_active)
7852 R_TimeReport("viewsetup");
7854 R_ResetViewRendering3D();
7856 if (r_refdef.view.clear || r_refdef.fogenabled)
7858 R_ClearScreen(r_refdef.fogenabled);
7859 if (r_timereport_active)
7860 R_TimeReport("viewclear");
7862 r_refdef.view.clear = true;
7864 // this produces a bloom texture to be used in R_BlendView() later
7865 if (r_hdr.integer && r_bloomstate.bloomwidth)
7867 R_HDR_RenderBloomTexture();
7868 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
7869 r_textureframe++; // used only by R_GetCurrentTexture
7872 r_refdef.view.showdebug = true;
7875 if (r_timereport_active)
7876 R_TimeReport("visibility");
7878 r_waterstate.numwaterplanes = 0;
7879 if (r_waterstate.enabled)
7880 R_RenderWaterPlanes();
7883 r_waterstate.numwaterplanes = 0;
7886 if (r_timereport_active)
7887 R_TimeReport("blendview");
7889 GL_Scissor(0, 0, vid.width, vid.height);
7890 GL_ScissorTest(false);
7894 void R_RenderWaterPlanes(void)
7896 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7898 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7899 if (r_timereport_active)
7900 R_TimeReport("waterworld");
7903 // don't let sound skip if going slow
7904 if (r_refdef.scene.extraupdate)
7907 R_DrawModelsAddWaterPlanes();
7908 if (r_timereport_active)
7909 R_TimeReport("watermodels");
7911 if (r_waterstate.numwaterplanes)
7913 R_Water_ProcessPlanes();
7914 if (r_timereport_active)
7915 R_TimeReport("waterscenes");
7919 extern void R_DrawLightningBeams (void);
7920 extern void VM_CL_AddPolygonsToMeshQueue (void);
7921 extern void R_DrawPortals (void);
7922 extern cvar_t cl_locs_show;
7923 static void R_DrawLocs(void);
7924 static void R_DrawEntityBBoxes(void);
7925 static void R_DrawModelDecals(void);
7926 extern cvar_t cl_decals_newsystem;
7927 extern qboolean r_shadow_usingdeferredprepass;
7928 void R_RenderScene(void)
7930 r_refdef.stats.renders++;
7934 // don't let sound skip if going slow
7935 if (r_refdef.scene.extraupdate)
7938 R_MeshQueue_BeginScene();
7942 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);
7944 if (cl.csqc_vidvars.drawworld)
7946 // don't let sound skip if going slow
7947 if (r_refdef.scene.extraupdate)
7950 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7952 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7953 if (r_timereport_active)
7954 R_TimeReport("worldsky");
7957 if (R_DrawBrushModelsSky() && r_timereport_active)
7958 R_TimeReport("bmodelsky");
7960 if (skyrendermasked && skyrenderlater)
7962 // we have to force off the water clipping plane while rendering sky
7966 if (r_timereport_active)
7967 R_TimeReport("sky");
7971 R_AnimCache_CacheVisibleEntities();
7972 if (r_timereport_active)
7973 R_TimeReport("animation");
7975 R_Shadow_PrepareLights();
7976 if (r_timereport_active)
7977 R_TimeReport("preparelights");
7979 if (r_shadow_usingdeferredprepass)
7980 R_Shadow_DrawPrepass();
7982 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7984 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7985 if (r_timereport_active)
7986 R_TimeReport("worlddepth");
7988 if (r_depthfirst.integer >= 2)
7990 R_DrawModelsDepth();
7991 if (r_timereport_active)
7992 R_TimeReport("modeldepth");
7995 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7997 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7998 if (r_timereport_active)
7999 R_TimeReport("world");
8002 // don't let sound skip if going slow
8003 if (r_refdef.scene.extraupdate)
8007 if (r_timereport_active)
8008 R_TimeReport("models");
8010 // don't let sound skip if going slow
8011 if (r_refdef.scene.extraupdate)
8014 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8016 R_DrawModelShadows();
8017 R_ResetViewRendering3D();
8018 // don't let sound skip if going slow
8019 if (r_refdef.scene.extraupdate)
8023 if (!r_shadow_usingdeferredprepass)
8025 R_Shadow_DrawLights();
8026 if (r_timereport_active)
8027 R_TimeReport("rtlights");
8030 // don't let sound skip if going slow
8031 if (r_refdef.scene.extraupdate)
8034 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8036 R_DrawModelShadows();
8037 R_ResetViewRendering3D();
8038 // don't let sound skip if going slow
8039 if (r_refdef.scene.extraupdate)
8043 if (cl.csqc_vidvars.drawworld)
8045 if (cl_decals_newsystem.integer)
8047 R_DrawModelDecals();
8048 if (r_timereport_active)
8049 R_TimeReport("modeldecals");
8054 if (r_timereport_active)
8055 R_TimeReport("decals");
8059 if (r_timereport_active)
8060 R_TimeReport("particles");
8063 if (r_timereport_active)
8064 R_TimeReport("explosions");
8066 R_DrawLightningBeams();
8067 if (r_timereport_active)
8068 R_TimeReport("lightning");
8071 VM_CL_AddPolygonsToMeshQueue();
8073 if (r_refdef.view.showdebug)
8075 if (cl_locs_show.integer)
8078 if (r_timereport_active)
8079 R_TimeReport("showlocs");
8082 if (r_drawportals.integer)
8085 if (r_timereport_active)
8086 R_TimeReport("portals");
8089 if (r_showbboxes.value > 0)
8091 R_DrawEntityBBoxes();
8092 if (r_timereport_active)
8093 R_TimeReport("bboxes");
8097 R_MeshQueue_RenderTransparent();
8098 if (r_timereport_active)
8099 R_TimeReport("drawtrans");
8101 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))
8103 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8104 if (r_timereport_active)
8105 R_TimeReport("worlddebug");
8106 R_DrawModelsDebug();
8107 if (r_timereport_active)
8108 R_TimeReport("modeldebug");
8111 if (cl.csqc_vidvars.drawworld)
8113 R_Shadow_DrawCoronas();
8114 if (r_timereport_active)
8115 R_TimeReport("coronas");
8118 // don't let sound skip if going slow
8119 if (r_refdef.scene.extraupdate)
8122 R_ResetViewRendering2D();
8125 static const unsigned short bboxelements[36] =
8135 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8138 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8140 RSurf_ActiveWorldEntity();
8142 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8143 GL_DepthMask(false);
8144 GL_DepthRange(0, 1);
8145 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8146 R_Mesh_ResetTextureState();
8148 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8149 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8150 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8151 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8152 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8153 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8154 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8155 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8156 R_FillColors(color4f, 8, cr, cg, cb, ca);
8157 if (r_refdef.fogenabled)
8159 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8161 f1 = RSurf_FogVertex(v);
8163 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8164 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8165 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8168 R_Mesh_VertexPointer(vertex3f, 0, 0);
8169 R_Mesh_ColorPointer(color4f, 0, 0);
8170 R_Mesh_ResetTextureState();
8171 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8172 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8175 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8179 prvm_edict_t *edict;
8180 prvm_prog_t *prog_save = prog;
8182 // this function draws bounding boxes of server entities
8186 GL_CullFace(GL_NONE);
8187 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8191 for (i = 0;i < numsurfaces;i++)
8193 edict = PRVM_EDICT_NUM(surfacelist[i]);
8194 switch ((int)edict->fields.server->solid)
8196 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8197 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8198 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8199 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8200 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8201 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8203 color[3] *= r_showbboxes.value;
8204 color[3] = bound(0, color[3], 1);
8205 GL_DepthTest(!r_showdisabledepthtest.integer);
8206 GL_CullFace(r_refdef.view.cullface_front);
8207 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8213 static void R_DrawEntityBBoxes(void)
8216 prvm_edict_t *edict;
8218 prvm_prog_t *prog_save = prog;
8220 // this function draws bounding boxes of server entities
8226 for (i = 0;i < prog->num_edicts;i++)
8228 edict = PRVM_EDICT_NUM(i);
8229 if (edict->priv.server->free)
8231 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8232 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8234 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8236 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8237 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8243 static const int nomodelelement3i[24] =
8255 static const unsigned short nomodelelement3s[24] =
8267 static const float nomodelvertex3f[6*3] =
8277 static const float nomodelcolor4f[6*4] =
8279 0.0f, 0.0f, 0.5f, 1.0f,
8280 0.0f, 0.0f, 0.5f, 1.0f,
8281 0.0f, 0.5f, 0.0f, 1.0f,
8282 0.0f, 0.5f, 0.0f, 1.0f,
8283 0.5f, 0.0f, 0.0f, 1.0f,
8284 0.5f, 0.0f, 0.0f, 1.0f
8287 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8293 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);
8295 // this is only called once per entity so numsurfaces is always 1, and
8296 // surfacelist is always {0}, so this code does not handle batches
8298 if (rsurface.ent_flags & RENDER_ADDITIVE)
8300 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8301 GL_DepthMask(false);
8303 else if (rsurface.colormod[3] < 1)
8305 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8306 GL_DepthMask(false);
8310 GL_BlendFunc(GL_ONE, GL_ZERO);
8313 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8314 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8315 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8316 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8317 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8318 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8319 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8320 R_Mesh_ColorPointer(color4f, 0, 0);
8321 for (i = 0, c = color4f;i < 6;i++, c += 4)
8323 c[0] *= rsurface.colormod[0];
8324 c[1] *= rsurface.colormod[1];
8325 c[2] *= rsurface.colormod[2];
8326 c[3] *= rsurface.colormod[3];
8328 if (r_refdef.fogenabled)
8330 for (i = 0, c = color4f;i < 6;i++, c += 4)
8332 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8334 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8335 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8336 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8339 R_Mesh_ResetTextureState();
8340 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8343 void R_DrawNoModel(entity_render_t *ent)
8346 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8347 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8348 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8350 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8353 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8355 vec3_t right1, right2, diff, normal;
8357 VectorSubtract (org2, org1, normal);
8359 // calculate 'right' vector for start
8360 VectorSubtract (r_refdef.view.origin, org1, diff);
8361 CrossProduct (normal, diff, right1);
8362 VectorNormalize (right1);
8364 // calculate 'right' vector for end
8365 VectorSubtract (r_refdef.view.origin, org2, diff);
8366 CrossProduct (normal, diff, right2);
8367 VectorNormalize (right2);
8369 vert[ 0] = org1[0] + width * right1[0];
8370 vert[ 1] = org1[1] + width * right1[1];
8371 vert[ 2] = org1[2] + width * right1[2];
8372 vert[ 3] = org1[0] - width * right1[0];
8373 vert[ 4] = org1[1] - width * right1[1];
8374 vert[ 5] = org1[2] - width * right1[2];
8375 vert[ 6] = org2[0] - width * right2[0];
8376 vert[ 7] = org2[1] - width * right2[1];
8377 vert[ 8] = org2[2] - width * right2[2];
8378 vert[ 9] = org2[0] + width * right2[0];
8379 vert[10] = org2[1] + width * right2[1];
8380 vert[11] = org2[2] + width * right2[2];
8383 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)
8385 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8386 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8387 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8388 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8389 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8390 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8391 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8392 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8393 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8394 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8395 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8396 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8399 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8404 VectorSet(v, x, y, z);
8405 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8406 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8408 if (i == mesh->numvertices)
8410 if (mesh->numvertices < mesh->maxvertices)
8412 VectorCopy(v, vertex3f);
8413 mesh->numvertices++;
8415 return mesh->numvertices;
8421 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8425 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8426 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8427 e = mesh->element3i + mesh->numtriangles * 3;
8428 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8430 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8431 if (mesh->numtriangles < mesh->maxtriangles)
8436 mesh->numtriangles++;
8438 element[1] = element[2];
8442 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8446 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8447 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8448 e = mesh->element3i + mesh->numtriangles * 3;
8449 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8451 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8452 if (mesh->numtriangles < mesh->maxtriangles)
8457 mesh->numtriangles++;
8459 element[1] = element[2];
8463 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8464 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8466 int planenum, planenum2;
8469 mplane_t *plane, *plane2;
8471 double temppoints[2][256*3];
8472 // figure out how large a bounding box we need to properly compute this brush
8474 for (w = 0;w < numplanes;w++)
8475 maxdist = max(maxdist, fabs(planes[w].dist));
8476 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8477 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8478 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8482 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8483 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8485 if (planenum2 == planenum)
8487 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);
8490 if (tempnumpoints < 3)
8492 // generate elements forming a triangle fan for this polygon
8493 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8497 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)
8499 texturelayer_t *layer;
8500 layer = t->currentlayers + t->currentnumlayers++;
8502 layer->depthmask = depthmask;
8503 layer->blendfunc1 = blendfunc1;
8504 layer->blendfunc2 = blendfunc2;
8505 layer->texture = texture;
8506 layer->texmatrix = *matrix;
8507 layer->color[0] = r;
8508 layer->color[1] = g;
8509 layer->color[2] = b;
8510 layer->color[3] = a;
8513 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8516 index = parms[2] + r_refdef.scene.time * parms[3];
8517 index -= floor(index);
8521 case Q3WAVEFUNC_NONE:
8522 case Q3WAVEFUNC_NOISE:
8523 case Q3WAVEFUNC_COUNT:
8526 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8527 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8528 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8529 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8530 case Q3WAVEFUNC_TRIANGLE:
8532 f = index - floor(index);
8543 return (float)(parms[0] + parms[1] * f);
8546 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8551 matrix4x4_t matrix, temp;
8552 switch(tcmod->tcmod)
8556 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8557 matrix = r_waterscrollmatrix;
8559 matrix = identitymatrix;
8561 case Q3TCMOD_ENTITYTRANSLATE:
8562 // this is used in Q3 to allow the gamecode to control texcoord
8563 // scrolling on the entity, which is not supported in darkplaces yet.
8564 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8566 case Q3TCMOD_ROTATE:
8567 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8568 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8569 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8572 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8574 case Q3TCMOD_SCROLL:
8575 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8577 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8578 w = (int) tcmod->parms[0];
8579 h = (int) tcmod->parms[1];
8580 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8582 idx = (int) floor(f * w * h);
8583 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8585 case Q3TCMOD_STRETCH:
8586 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8587 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8589 case Q3TCMOD_TRANSFORM:
8590 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8591 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8592 VectorSet(tcmat + 6, 0 , 0 , 1);
8593 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8594 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8596 case Q3TCMOD_TURBULENT:
8597 // this is handled in the RSurf_PrepareVertices function
8598 matrix = identitymatrix;
8602 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8605 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8607 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8608 char name[MAX_QPATH];
8609 skinframe_t *skinframe;
8610 unsigned char pixels[296*194];
8611 strlcpy(cache->name, skinname, sizeof(cache->name));
8612 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8613 if (developer_loading.integer)
8614 Con_Printf("loading %s\n", name);
8615 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8616 if (!skinframe || !skinframe->base)
8619 fs_offset_t filesize;
8621 f = FS_LoadFile(name, tempmempool, true, &filesize);
8624 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8625 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8629 cache->skinframe = skinframe;
8632 texture_t *R_GetCurrentTexture(texture_t *t)
8635 const entity_render_t *ent = rsurface.entity;
8636 dp_model_t *model = ent->model;
8637 q3shaderinfo_layer_tcmod_t *tcmod;
8639 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8640 return t->currentframe;
8641 t->update_lastrenderframe = r_textureframe;
8642 t->update_lastrenderentity = (void *)ent;
8644 // switch to an alternate material if this is a q1bsp animated material
8646 texture_t *texture = t;
8647 int s = rsurface.ent_skinnum;
8648 if ((unsigned int)s >= (unsigned int)model->numskins)
8650 if (model->skinscenes)
8652 if (model->skinscenes[s].framecount > 1)
8653 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8655 s = model->skinscenes[s].firstframe;
8658 t = t + s * model->num_surfaces;
8661 // use an alternate animation if the entity's frame is not 0,
8662 // and only if the texture has an alternate animation
8663 if (rsurface.ent_alttextures && t->anim_total[1])
8664 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8666 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8668 texture->currentframe = t;
8671 // update currentskinframe to be a qw skin or animation frame
8672 if (rsurface.ent_qwskin >= 0)
8674 i = rsurface.ent_qwskin;
8675 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8677 r_qwskincache_size = cl.maxclients;
8679 Mem_Free(r_qwskincache);
8680 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8682 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8683 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8684 t->currentskinframe = r_qwskincache[i].skinframe;
8685 if (t->currentskinframe == NULL)
8686 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8688 else if (t->numskinframes >= 2)
8689 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8690 if (t->backgroundnumskinframes >= 2)
8691 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8693 t->currentmaterialflags = t->basematerialflags;
8694 t->currentalpha = rsurface.colormod[3];
8695 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8696 t->currentalpha *= r_wateralpha.value;
8697 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8698 t->currentalpha *= t->r_water_wateralpha;
8699 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8700 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8701 if (!(rsurface.ent_flags & RENDER_LIGHT))
8702 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8703 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8705 // pick a model lighting mode
8706 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8707 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8709 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8711 if (rsurface.ent_flags & RENDER_ADDITIVE)
8712 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8713 else if (t->currentalpha < 1)
8714 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8715 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8716 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8717 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8718 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8719 if (t->backgroundnumskinframes)
8720 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8721 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8723 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8724 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8727 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8728 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8729 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8731 // there is no tcmod
8732 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8734 t->currenttexmatrix = r_waterscrollmatrix;
8735 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8737 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8739 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8740 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8743 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8744 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8745 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8746 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8748 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8749 if (t->currentskinframe->qpixels)
8750 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8751 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8752 if (!t->basetexture)
8753 t->basetexture = r_texture_notexture;
8754 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8755 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8756 t->nmaptexture = t->currentskinframe->nmap;
8757 if (!t->nmaptexture)
8758 t->nmaptexture = r_texture_blanknormalmap;
8759 t->glosstexture = r_texture_black;
8760 t->glowtexture = t->currentskinframe->glow;
8761 t->fogtexture = t->currentskinframe->fog;
8762 if (t->backgroundnumskinframes)
8764 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8765 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8766 t->backgroundglosstexture = r_texture_black;
8767 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8768 if (!t->backgroundnmaptexture)
8769 t->backgroundnmaptexture = r_texture_blanknormalmap;
8773 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8774 t->backgroundnmaptexture = r_texture_blanknormalmap;
8775 t->backgroundglosstexture = r_texture_black;
8776 t->backgroundglowtexture = NULL;
8778 t->specularpower = r_shadow_glossexponent.value;
8779 // TODO: store reference values for these in the texture?
8780 t->specularscale = 0;
8781 if (r_shadow_gloss.integer > 0)
8783 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8785 if (r_shadow_glossintensity.value > 0)
8787 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8788 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8789 t->specularscale = r_shadow_glossintensity.value;
8792 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8794 t->glosstexture = r_texture_white;
8795 t->backgroundglosstexture = r_texture_white;
8796 t->specularscale = r_shadow_gloss2intensity.value;
8797 t->specularpower = r_shadow_gloss2exponent.value;
8800 t->specularscale *= t->specularscalemod;
8801 t->specularpower *= t->specularpowermod;
8803 // lightmaps mode looks bad with dlights using actual texturing, so turn
8804 // off the colormap and glossmap, but leave the normalmap on as it still
8805 // accurately represents the shading involved
8806 if (gl_lightmaps.integer)
8808 t->basetexture = r_texture_grey128;
8809 t->pantstexture = r_texture_black;
8810 t->shirttexture = r_texture_black;
8811 t->nmaptexture = r_texture_blanknormalmap;
8812 t->glosstexture = r_texture_black;
8813 t->glowtexture = NULL;
8814 t->fogtexture = NULL;
8815 t->backgroundbasetexture = NULL;
8816 t->backgroundnmaptexture = r_texture_blanknormalmap;
8817 t->backgroundglosstexture = r_texture_black;
8818 t->backgroundglowtexture = NULL;
8819 t->specularscale = 0;
8820 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8823 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8824 VectorClear(t->dlightcolor);
8825 t->currentnumlayers = 0;
8826 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8828 int blendfunc1, blendfunc2;
8830 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8832 blendfunc1 = GL_SRC_ALPHA;
8833 blendfunc2 = GL_ONE;
8835 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8837 blendfunc1 = GL_SRC_ALPHA;
8838 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8840 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8842 blendfunc1 = t->customblendfunc[0];
8843 blendfunc2 = t->customblendfunc[1];
8847 blendfunc1 = GL_ONE;
8848 blendfunc2 = GL_ZERO;
8850 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8851 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8853 // fullbright is not affected by r_refdef.lightmapintensity
8854 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]);
8855 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8856 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]);
8857 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8858 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]);
8862 vec3_t ambientcolor;
8864 // set the color tint used for lights affecting this surface
8865 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8867 // q3bsp has no lightmap updates, so the lightstylevalue that
8868 // would normally be baked into the lightmap must be
8869 // applied to the color
8870 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8871 if (model->type == mod_brushq3)
8872 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8873 colorscale *= r_refdef.lightmapintensity;
8874 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8875 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8876 // basic lit geometry
8877 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]);
8878 // add pants/shirt if needed
8879 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8880 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]);
8881 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8882 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]);
8883 // now add ambient passes if needed
8884 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8886 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]);
8887 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8888 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]);
8889 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8890 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]);
8893 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8894 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]);
8895 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8897 // if this is opaque use alpha blend which will darken the earlier
8900 // if this is an alpha blended material, all the earlier passes
8901 // were darkened by fog already, so we only need to add the fog
8902 // color ontop through the fog mask texture
8904 // if this is an additive blended material, all the earlier passes
8905 // were darkened by fog already, and we should not add fog color
8906 // (because the background was not darkened, there is no fog color
8907 // that was lost behind it).
8908 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]);
8912 return t->currentframe;
8915 rsurfacestate_t rsurface;
8917 void R_Mesh_ResizeArrays(int newvertices)
8920 if (rsurface.array_size >= newvertices)
8922 if (rsurface.array_modelvertex3f)
8923 Mem_Free(rsurface.array_modelvertex3f);
8924 rsurface.array_size = (newvertices + 1023) & ~1023;
8925 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8926 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8927 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8928 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8929 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8930 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8931 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8932 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8933 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8934 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8935 rsurface.array_color4f = base + rsurface.array_size * 27;
8936 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8939 void RSurf_ActiveWorldEntity(void)
8941 dp_model_t *model = r_refdef.scene.worldmodel;
8942 //if (rsurface.entity == r_refdef.scene.worldentity)
8944 rsurface.entity = r_refdef.scene.worldentity;
8945 rsurface.skeleton = NULL;
8946 rsurface.ent_skinnum = 0;
8947 rsurface.ent_qwskin = -1;
8948 rsurface.ent_shadertime = 0;
8949 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8950 if (rsurface.array_size < model->surfmesh.num_vertices)
8951 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8952 rsurface.matrix = identitymatrix;
8953 rsurface.inversematrix = identitymatrix;
8954 rsurface.matrixscale = 1;
8955 rsurface.inversematrixscale = 1;
8956 R_EntityMatrix(&identitymatrix);
8957 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8958 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8959 rsurface.fograngerecip = r_refdef.fograngerecip;
8960 rsurface.fogheightfade = r_refdef.fogheightfade;
8961 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8962 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8963 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8964 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8965 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8966 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8967 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8968 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8969 rsurface.colormod[3] = 1;
8970 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);
8971 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8972 rsurface.frameblend[0].lerp = 1;
8973 rsurface.ent_alttextures = false;
8974 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8975 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8976 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8977 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8978 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8979 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8980 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8981 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8982 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8983 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8984 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8985 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8986 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8987 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8988 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8989 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8990 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8991 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8992 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8993 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8994 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8995 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8996 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8997 rsurface.modelelement3i = model->surfmesh.data_element3i;
8998 rsurface.modelelement3s = model->surfmesh.data_element3s;
8999 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9000 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9001 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9002 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9003 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9004 rsurface.modelsurfaces = model->data_surfaces;
9005 rsurface.generatedvertex = false;
9006 rsurface.vertex3f = rsurface.modelvertex3f;
9007 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9008 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9009 rsurface.svector3f = rsurface.modelsvector3f;
9010 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9011 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9012 rsurface.tvector3f = rsurface.modeltvector3f;
9013 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9014 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9015 rsurface.normal3f = rsurface.modelnormal3f;
9016 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9017 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9018 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9021 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9023 dp_model_t *model = ent->model;
9024 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9026 rsurface.entity = (entity_render_t *)ent;
9027 rsurface.skeleton = ent->skeleton;
9028 rsurface.ent_skinnum = ent->skinnum;
9029 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;
9030 rsurface.ent_shadertime = ent->shadertime;
9031 rsurface.ent_flags = ent->flags;
9032 if (rsurface.array_size < model->surfmesh.num_vertices)
9033 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9034 rsurface.matrix = ent->matrix;
9035 rsurface.inversematrix = ent->inversematrix;
9036 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9037 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9038 R_EntityMatrix(&rsurface.matrix);
9039 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9040 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9041 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9042 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9043 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9044 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9045 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9046 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9047 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9048 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9049 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9050 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9051 rsurface.colormod[3] = ent->alpha;
9052 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9053 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9054 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9055 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9056 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9057 if (ent->model->brush.submodel && !prepass)
9059 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9060 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9062 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9064 if (ent->animcache_vertex3f && !r_framedata_failed)
9066 rsurface.modelvertex3f = ent->animcache_vertex3f;
9067 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9068 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9069 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9071 else if (wanttangents)
9073 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9074 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9075 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9076 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9077 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9079 else if (wantnormals)
9081 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9082 rsurface.modelsvector3f = NULL;
9083 rsurface.modeltvector3f = NULL;
9084 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9085 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9089 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9090 rsurface.modelsvector3f = NULL;
9091 rsurface.modeltvector3f = NULL;
9092 rsurface.modelnormal3f = NULL;
9093 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9095 rsurface.modelvertex3f_bufferobject = 0;
9096 rsurface.modelvertex3f_bufferoffset = 0;
9097 rsurface.modelsvector3f_bufferobject = 0;
9098 rsurface.modelsvector3f_bufferoffset = 0;
9099 rsurface.modeltvector3f_bufferobject = 0;
9100 rsurface.modeltvector3f_bufferoffset = 0;
9101 rsurface.modelnormal3f_bufferobject = 0;
9102 rsurface.modelnormal3f_bufferoffset = 0;
9103 rsurface.generatedvertex = true;
9107 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9108 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9109 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9110 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9111 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9112 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9113 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9114 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9115 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9116 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9117 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9118 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9119 rsurface.generatedvertex = false;
9121 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9122 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9123 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9124 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9125 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9126 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9127 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9128 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9129 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9130 rsurface.modelelement3i = model->surfmesh.data_element3i;
9131 rsurface.modelelement3s = model->surfmesh.data_element3s;
9132 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9133 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9134 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9135 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9136 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9137 rsurface.modelsurfaces = model->data_surfaces;
9138 rsurface.vertex3f = rsurface.modelvertex3f;
9139 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9140 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9141 rsurface.svector3f = rsurface.modelsvector3f;
9142 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9143 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9144 rsurface.tvector3f = rsurface.modeltvector3f;
9145 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9146 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9147 rsurface.normal3f = rsurface.modelnormal3f;
9148 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9149 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9150 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9153 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)
9155 rsurface.entity = r_refdef.scene.worldentity;
9156 rsurface.skeleton = NULL;
9157 rsurface.ent_skinnum = 0;
9158 rsurface.ent_qwskin = -1;
9159 rsurface.ent_shadertime = shadertime;
9160 rsurface.ent_flags = entflags;
9161 rsurface.modelnum_vertices = numvertices;
9162 rsurface.modelnum_triangles = numtriangles;
9163 if (rsurface.array_size < rsurface.modelnum_vertices)
9164 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9165 rsurface.matrix = *matrix;
9166 rsurface.inversematrix = *inversematrix;
9167 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9168 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9169 R_EntityMatrix(&rsurface.matrix);
9170 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9171 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9172 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9173 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9174 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9175 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9176 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9177 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9178 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9179 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9180 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9181 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9182 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);
9183 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9184 rsurface.frameblend[0].lerp = 1;
9185 rsurface.ent_alttextures = false;
9186 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9187 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9190 rsurface.modelvertex3f = vertex3f;
9191 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9192 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9193 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9195 else if (wantnormals)
9197 rsurface.modelvertex3f = vertex3f;
9198 rsurface.modelsvector3f = NULL;
9199 rsurface.modeltvector3f = NULL;
9200 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9204 rsurface.modelvertex3f = vertex3f;
9205 rsurface.modelsvector3f = NULL;
9206 rsurface.modeltvector3f = NULL;
9207 rsurface.modelnormal3f = NULL;
9209 rsurface.modelvertex3f_bufferobject = 0;
9210 rsurface.modelvertex3f_bufferoffset = 0;
9211 rsurface.modelsvector3f_bufferobject = 0;
9212 rsurface.modelsvector3f_bufferoffset = 0;
9213 rsurface.modeltvector3f_bufferobject = 0;
9214 rsurface.modeltvector3f_bufferoffset = 0;
9215 rsurface.modelnormal3f_bufferobject = 0;
9216 rsurface.modelnormal3f_bufferoffset = 0;
9217 rsurface.generatedvertex = true;
9218 rsurface.modellightmapcolor4f = color4f;
9219 rsurface.modellightmapcolor4f_bufferobject = 0;
9220 rsurface.modellightmapcolor4f_bufferoffset = 0;
9221 rsurface.modeltexcoordtexture2f = texcoord2f;
9222 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9223 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9224 rsurface.modeltexcoordlightmap2f = NULL;
9225 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9226 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9227 rsurface.modelelement3i = element3i;
9228 rsurface.modelelement3s = element3s;
9229 rsurface.modelelement3i_bufferobject = 0;
9230 rsurface.modelelement3s_bufferobject = 0;
9231 rsurface.modellightmapoffsets = NULL;
9232 rsurface.modelsurfaces = NULL;
9233 rsurface.vertex3f = rsurface.modelvertex3f;
9234 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9235 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9236 rsurface.svector3f = rsurface.modelsvector3f;
9237 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9238 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9239 rsurface.tvector3f = rsurface.modeltvector3f;
9240 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9241 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9242 rsurface.normal3f = rsurface.modelnormal3f;
9243 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9244 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9245 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9247 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9249 if ((wantnormals || wanttangents) && !normal3f)
9250 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9251 if (wanttangents && !svector3f)
9252 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9256 float RSurf_FogPoint(const float *v)
9258 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9259 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9260 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9261 float FogHeightFade = r_refdef.fogheightfade;
9263 unsigned int fogmasktableindex;
9264 if (r_refdef.fogplaneviewabove)
9265 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9267 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9268 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9269 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9272 float RSurf_FogVertex(const float *v)
9274 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9275 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9276 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9277 float FogHeightFade = rsurface.fogheightfade;
9279 unsigned int fogmasktableindex;
9280 if (r_refdef.fogplaneviewabove)
9281 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9283 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9284 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9285 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9288 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9289 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9292 int texturesurfaceindex;
9297 const float *v1, *in_tc;
9299 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9301 q3shaderinfo_deform_t *deform;
9302 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9303 if (rsurface.generatedvertex)
9305 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9306 generatenormals = true;
9307 for (i = 0;i < Q3MAXDEFORMS;i++)
9309 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9311 generatetangents = true;
9312 generatenormals = true;
9314 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9315 generatenormals = true;
9317 if (generatenormals && !rsurface.modelnormal3f)
9319 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9320 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9321 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9322 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9324 if (generatetangents && !rsurface.modelsvector3f)
9326 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9327 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9328 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9329 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9330 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9331 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9332 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9335 rsurface.vertex3f = rsurface.modelvertex3f;
9336 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9337 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9338 rsurface.svector3f = rsurface.modelsvector3f;
9339 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9340 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9341 rsurface.tvector3f = rsurface.modeltvector3f;
9342 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9343 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9344 rsurface.normal3f = rsurface.modelnormal3f;
9345 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9346 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9347 // if vertices are deformed (sprite flares and things in maps, possibly
9348 // water waves, bulges and other deformations), generate them into
9349 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9350 // (may be static model data or generated data for an animated model, or
9351 // the previous deform pass)
9352 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9354 switch (deform->deform)
9357 case Q3DEFORM_PROJECTIONSHADOW:
9358 case Q3DEFORM_TEXT0:
9359 case Q3DEFORM_TEXT1:
9360 case Q3DEFORM_TEXT2:
9361 case Q3DEFORM_TEXT3:
9362 case Q3DEFORM_TEXT4:
9363 case Q3DEFORM_TEXT5:
9364 case Q3DEFORM_TEXT6:
9365 case Q3DEFORM_TEXT7:
9368 case Q3DEFORM_AUTOSPRITE:
9369 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9370 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9371 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9372 VectorNormalize(newforward);
9373 VectorNormalize(newright);
9374 VectorNormalize(newup);
9375 // make deformed versions of only the model vertices used by the specified surfaces
9376 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9378 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9379 // a single autosprite surface can contain multiple sprites...
9380 for (j = 0;j < surface->num_vertices - 3;j += 4)
9382 VectorClear(center);
9383 for (i = 0;i < 4;i++)
9384 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9385 VectorScale(center, 0.25f, center);
9386 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9387 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9388 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9389 for (i = 0;i < 4;i++)
9391 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9392 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9395 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9396 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9398 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9399 rsurface.vertex3f_bufferobject = 0;
9400 rsurface.vertex3f_bufferoffset = 0;
9401 rsurface.svector3f = rsurface.array_deformedsvector3f;
9402 rsurface.svector3f_bufferobject = 0;
9403 rsurface.svector3f_bufferoffset = 0;
9404 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9405 rsurface.tvector3f_bufferobject = 0;
9406 rsurface.tvector3f_bufferoffset = 0;
9407 rsurface.normal3f = rsurface.array_deformednormal3f;
9408 rsurface.normal3f_bufferobject = 0;
9409 rsurface.normal3f_bufferoffset = 0;
9411 case Q3DEFORM_AUTOSPRITE2:
9412 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9413 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9414 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9415 VectorNormalize(newforward);
9416 VectorNormalize(newright);
9417 VectorNormalize(newup);
9418 // make deformed versions of only the model vertices used by the specified surfaces
9419 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9421 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9422 const float *v1, *v2;
9432 memset(shortest, 0, sizeof(shortest));
9433 // a single autosprite surface can contain multiple sprites...
9434 for (j = 0;j < surface->num_vertices - 3;j += 4)
9436 VectorClear(center);
9437 for (i = 0;i < 4;i++)
9438 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9439 VectorScale(center, 0.25f, center);
9440 // find the two shortest edges, then use them to define the
9441 // axis vectors for rotating around the central axis
9442 for (i = 0;i < 6;i++)
9444 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9445 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9447 Debug_PolygonBegin(NULL, 0);
9448 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9449 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9450 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9453 l = VectorDistance2(v1, v2);
9454 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9456 l += (1.0f / 1024.0f);
9457 if (shortest[0].length2 > l || i == 0)
9459 shortest[1] = shortest[0];
9460 shortest[0].length2 = l;
9461 shortest[0].v1 = v1;
9462 shortest[0].v2 = v2;
9464 else if (shortest[1].length2 > l || i == 1)
9466 shortest[1].length2 = l;
9467 shortest[1].v1 = v1;
9468 shortest[1].v2 = v2;
9471 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9472 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9474 Debug_PolygonBegin(NULL, 0);
9475 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9476 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9477 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9480 // this calculates the right vector from the shortest edge
9481 // and the up vector from the edge midpoints
9482 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9483 VectorNormalize(right);
9484 VectorSubtract(end, start, up);
9485 VectorNormalize(up);
9486 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9487 VectorSubtract(rsurface.localvieworigin, center, forward);
9488 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9489 VectorNegate(forward, forward);
9490 VectorReflect(forward, 0, up, forward);
9491 VectorNormalize(forward);
9492 CrossProduct(up, forward, newright);
9493 VectorNormalize(newright);
9495 Debug_PolygonBegin(NULL, 0);
9496 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9497 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9498 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9502 Debug_PolygonBegin(NULL, 0);
9503 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9504 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9505 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9508 // rotate the quad around the up axis vector, this is made
9509 // especially easy by the fact we know the quad is flat,
9510 // so we only have to subtract the center position and
9511 // measure distance along the right vector, and then
9512 // multiply that by the newright vector and add back the
9514 // we also need to subtract the old position to undo the
9515 // displacement from the center, which we do with a
9516 // DotProduct, the subtraction/addition of center is also
9517 // optimized into DotProducts here
9518 l = DotProduct(right, center);
9519 for (i = 0;i < 4;i++)
9521 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9522 f = DotProduct(right, v1) - l;
9523 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9526 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9527 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9529 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9530 rsurface.vertex3f_bufferobject = 0;
9531 rsurface.vertex3f_bufferoffset = 0;
9532 rsurface.svector3f = rsurface.array_deformedsvector3f;
9533 rsurface.svector3f_bufferobject = 0;
9534 rsurface.svector3f_bufferoffset = 0;
9535 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9536 rsurface.tvector3f_bufferobject = 0;
9537 rsurface.tvector3f_bufferoffset = 0;
9538 rsurface.normal3f = rsurface.array_deformednormal3f;
9539 rsurface.normal3f_bufferobject = 0;
9540 rsurface.normal3f_bufferoffset = 0;
9542 case Q3DEFORM_NORMAL:
9543 // deform the normals to make reflections wavey
9544 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9546 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9547 for (j = 0;j < surface->num_vertices;j++)
9550 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9551 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9552 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9553 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9554 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9555 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9556 VectorNormalize(normal);
9558 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9560 rsurface.svector3f = rsurface.array_deformedsvector3f;
9561 rsurface.svector3f_bufferobject = 0;
9562 rsurface.svector3f_bufferoffset = 0;
9563 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9564 rsurface.tvector3f_bufferobject = 0;
9565 rsurface.tvector3f_bufferoffset = 0;
9566 rsurface.normal3f = rsurface.array_deformednormal3f;
9567 rsurface.normal3f_bufferobject = 0;
9568 rsurface.normal3f_bufferoffset = 0;
9571 // deform vertex array to make wavey water and flags and such
9572 waveparms[0] = deform->waveparms[0];
9573 waveparms[1] = deform->waveparms[1];
9574 waveparms[2] = deform->waveparms[2];
9575 waveparms[3] = deform->waveparms[3];
9576 // this is how a divisor of vertex influence on deformation
9577 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9578 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9579 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9581 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9582 for (j = 0;j < surface->num_vertices;j++)
9584 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9585 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9586 // if the wavefunc depends on time, evaluate it per-vertex
9589 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9590 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9592 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9595 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9596 rsurface.vertex3f_bufferobject = 0;
9597 rsurface.vertex3f_bufferoffset = 0;
9599 case Q3DEFORM_BULGE:
9600 // deform vertex array to make the surface have moving bulges
9601 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9603 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9604 for (j = 0;j < surface->num_vertices;j++)
9606 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9607 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9610 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9611 rsurface.vertex3f_bufferobject = 0;
9612 rsurface.vertex3f_bufferoffset = 0;
9615 // deform vertex array
9616 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9617 VectorScale(deform->parms, scale, waveparms);
9618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9621 for (j = 0;j < surface->num_vertices;j++)
9622 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9624 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9625 rsurface.vertex3f_bufferobject = 0;
9626 rsurface.vertex3f_bufferoffset = 0;
9630 // generate texcoords based on the chosen texcoord source
9631 switch(rsurface.texture->tcgen.tcgen)
9634 case Q3TCGEN_TEXTURE:
9635 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9636 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9637 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9639 case Q3TCGEN_LIGHTMAP:
9640 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9641 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9642 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9644 case Q3TCGEN_VECTOR:
9645 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9647 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9648 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9650 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9651 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9654 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9655 rsurface.texcoordtexture2f_bufferobject = 0;
9656 rsurface.texcoordtexture2f_bufferoffset = 0;
9658 case Q3TCGEN_ENVIRONMENT:
9659 // make environment reflections using a spheremap
9660 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9662 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9663 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9664 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9665 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9666 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9668 // identical to Q3A's method, but executed in worldspace so
9669 // carried models can be shiny too
9671 float viewer[3], d, reflected[3], worldreflected[3];
9673 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9674 // VectorNormalize(viewer);
9676 d = DotProduct(normal, viewer);
9678 reflected[0] = normal[0]*2*d - viewer[0];
9679 reflected[1] = normal[1]*2*d - viewer[1];
9680 reflected[2] = normal[2]*2*d - viewer[2];
9681 // note: this is proportinal to viewer, so we can normalize later
9683 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9684 VectorNormalize(worldreflected);
9686 // note: this sphere map only uses world x and z!
9687 // so positive and negative y will LOOK THE SAME.
9688 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9689 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9692 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9693 rsurface.texcoordtexture2f_bufferobject = 0;
9694 rsurface.texcoordtexture2f_bufferoffset = 0;
9697 // the only tcmod that needs software vertex processing is turbulent, so
9698 // check for it here and apply the changes if needed
9699 // and we only support that as the first one
9700 // (handling a mixture of turbulent and other tcmods would be problematic
9701 // without punting it entirely to a software path)
9702 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9704 amplitude = rsurface.texture->tcmods[0].parms[1];
9705 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9706 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9708 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9709 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9711 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9712 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9715 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9716 rsurface.texcoordtexture2f_bufferobject = 0;
9717 rsurface.texcoordtexture2f_bufferoffset = 0;
9719 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9720 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9721 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9722 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9725 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9728 const msurface_t *surface = texturesurfacelist[0];
9729 const msurface_t *surface2;
9734 // TODO: lock all array ranges before render, rather than on each surface
9735 if (texturenumsurfaces == 1)
9736 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9737 else if (r_batchmode.integer == 2)
9739 #define MAXBATCHTRIANGLES 4096
9740 int batchtriangles = 0;
9741 static int batchelements[MAXBATCHTRIANGLES*3];
9742 for (i = 0;i < texturenumsurfaces;i = j)
9744 surface = texturesurfacelist[i];
9746 if (surface->num_triangles > MAXBATCHTRIANGLES)
9748 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9751 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9752 batchtriangles = surface->num_triangles;
9753 firstvertex = surface->num_firstvertex;
9754 endvertex = surface->num_firstvertex + surface->num_vertices;
9755 for (;j < texturenumsurfaces;j++)
9757 surface2 = texturesurfacelist[j];
9758 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9760 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9761 batchtriangles += surface2->num_triangles;
9762 firstvertex = min(firstvertex, surface2->num_firstvertex);
9763 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9765 surface2 = texturesurfacelist[j-1];
9766 numvertices = endvertex - firstvertex;
9767 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9770 else if (r_batchmode.integer == 1)
9772 for (i = 0;i < texturenumsurfaces;i = j)
9774 surface = texturesurfacelist[i];
9775 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9776 if (texturesurfacelist[j] != surface2)
9778 surface2 = texturesurfacelist[j-1];
9779 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9780 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9781 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9786 for (i = 0;i < texturenumsurfaces;i++)
9788 surface = texturesurfacelist[i];
9789 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9794 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9796 switch(vid.renderpath)
9798 case RENDERPATH_CGGL:
9800 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9801 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9804 case RENDERPATH_GL20:
9805 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9806 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9808 case RENDERPATH_GL13:
9809 case RENDERPATH_GL11:
9810 R_Mesh_TexBind(0, surface->lightmaptexture);
9815 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9817 // pick the closest matching water plane and bind textures
9818 int planeindex, vertexindex;
9822 r_waterstate_waterplane_t *p, *bestp;
9825 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9828 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9830 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9831 d += fabs(PlaneDiff(vert, &p->plane));
9833 if (bestd > d || !bestp)
9839 switch(vid.renderpath)
9841 case RENDERPATH_CGGL:
9843 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9844 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9847 case RENDERPATH_GL20:
9848 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9849 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9851 case RENDERPATH_GL13:
9852 case RENDERPATH_GL11:
9857 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9860 const msurface_t *surface;
9861 if (r_waterstate.renderingscene)
9863 for (i = 0;i < texturenumsurfaces;i++)
9865 surface = texturesurfacelist[i];
9866 RSurf_BindLightmapForSurface(surface);
9867 RSurf_BindReflectionForSurface(surface);
9868 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9872 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9876 const msurface_t *surface = texturesurfacelist[0];
9877 const msurface_t *surface2;
9882 if (texturenumsurfaces == 1)
9884 RSurf_BindLightmapForSurface(surface);
9885 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9887 else if (r_batchmode.integer == 2)
9889 #define MAXBATCHTRIANGLES 4096
9890 int batchtriangles = 0;
9891 static int batchelements[MAXBATCHTRIANGLES*3];
9892 for (i = 0;i < texturenumsurfaces;i = j)
9894 surface = texturesurfacelist[i];
9895 RSurf_BindLightmapForSurface(surface);
9897 if (surface->num_triangles > MAXBATCHTRIANGLES)
9899 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9902 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9903 batchtriangles = surface->num_triangles;
9904 firstvertex = surface->num_firstvertex;
9905 endvertex = surface->num_firstvertex + surface->num_vertices;
9906 for (;j < texturenumsurfaces;j++)
9908 surface2 = texturesurfacelist[j];
9909 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9911 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9912 batchtriangles += surface2->num_triangles;
9913 firstvertex = min(firstvertex, surface2->num_firstvertex);
9914 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9916 surface2 = texturesurfacelist[j-1];
9917 numvertices = endvertex - firstvertex;
9918 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9921 else if (r_batchmode.integer == 1)
9924 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9925 for (i = 0;i < texturenumsurfaces;i = j)
9927 surface = texturesurfacelist[i];
9928 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9929 if (texturesurfacelist[j] != surface2)
9931 Con_Printf(" %i", j - i);
9934 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9936 for (i = 0;i < texturenumsurfaces;i = j)
9938 surface = texturesurfacelist[i];
9939 RSurf_BindLightmapForSurface(surface);
9940 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9941 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9944 Con_Printf(" %i", j - i);
9946 surface2 = texturesurfacelist[j-1];
9947 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9948 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9949 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9957 for (i = 0;i < texturenumsurfaces;i++)
9959 surface = texturesurfacelist[i];
9960 RSurf_BindLightmapForSurface(surface);
9961 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9966 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9969 int texturesurfaceindex;
9970 if (r_showsurfaces.integer == 2)
9972 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9974 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9975 for (j = 0;j < surface->num_triangles;j++)
9977 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9978 GL_Color(f, f, f, 1);
9979 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9985 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9987 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9988 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9989 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
9990 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9995 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9997 int texturesurfaceindex;
10001 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10003 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10004 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10012 rsurface.lightmapcolor4f = rsurface.array_color4f;
10013 rsurface.lightmapcolor4f_bufferobject = 0;
10014 rsurface.lightmapcolor4f_bufferoffset = 0;
10017 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10019 int texturesurfaceindex;
10025 if (rsurface.lightmapcolor4f)
10027 // generate color arrays for the surfaces in this list
10028 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10030 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10031 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10033 f = RSurf_FogVertex(v);
10043 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10045 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10046 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10048 f = RSurf_FogVertex(v);
10056 rsurface.lightmapcolor4f = rsurface.array_color4f;
10057 rsurface.lightmapcolor4f_bufferobject = 0;
10058 rsurface.lightmapcolor4f_bufferoffset = 0;
10061 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10063 int texturesurfaceindex;
10069 if (!rsurface.lightmapcolor4f)
10071 // generate color arrays for the surfaces in this list
10072 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10074 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10075 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10077 f = RSurf_FogVertex(v);
10078 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10079 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10080 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10084 rsurface.lightmapcolor4f = rsurface.array_color4f;
10085 rsurface.lightmapcolor4f_bufferobject = 0;
10086 rsurface.lightmapcolor4f_bufferoffset = 0;
10089 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10091 int texturesurfaceindex;
10095 if (!rsurface.lightmapcolor4f)
10097 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10099 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10100 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10108 rsurface.lightmapcolor4f = rsurface.array_color4f;
10109 rsurface.lightmapcolor4f_bufferobject = 0;
10110 rsurface.lightmapcolor4f_bufferoffset = 0;
10113 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10115 int texturesurfaceindex;
10119 if (!rsurface.lightmapcolor4f)
10121 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10123 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10124 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10126 c2[0] = c[0] + r_refdef.scene.ambient;
10127 c2[1] = c[1] + r_refdef.scene.ambient;
10128 c2[2] = c[2] + r_refdef.scene.ambient;
10132 rsurface.lightmapcolor4f = rsurface.array_color4f;
10133 rsurface.lightmapcolor4f_bufferobject = 0;
10134 rsurface.lightmapcolor4f_bufferoffset = 0;
10137 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10140 rsurface.lightmapcolor4f = NULL;
10141 rsurface.lightmapcolor4f_bufferobject = 0;
10142 rsurface.lightmapcolor4f_bufferoffset = 0;
10143 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10144 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10145 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10146 GL_Color(r, g, b, a);
10147 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10150 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10152 // TODO: optimize applyfog && applycolor case
10153 // just apply fog if necessary, and tint the fog color array if necessary
10154 rsurface.lightmapcolor4f = NULL;
10155 rsurface.lightmapcolor4f_bufferobject = 0;
10156 rsurface.lightmapcolor4f_bufferoffset = 0;
10157 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10158 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10159 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10160 GL_Color(r, g, b, a);
10161 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10164 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10166 int texturesurfaceindex;
10170 if (texturesurfacelist[0]->lightmapinfo)
10172 // generate color arrays for the surfaces in this list
10173 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10175 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10176 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10178 if (surface->lightmapinfo->samples)
10180 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10181 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10182 VectorScale(lm, scale, c);
10183 if (surface->lightmapinfo->styles[1] != 255)
10185 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10187 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10188 VectorMA(c, scale, lm, c);
10189 if (surface->lightmapinfo->styles[2] != 255)
10192 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10193 VectorMA(c, scale, lm, c);
10194 if (surface->lightmapinfo->styles[3] != 255)
10197 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10198 VectorMA(c, scale, lm, c);
10208 rsurface.lightmapcolor4f = rsurface.array_color4f;
10209 rsurface.lightmapcolor4f_bufferobject = 0;
10210 rsurface.lightmapcolor4f_bufferoffset = 0;
10214 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10215 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10216 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10218 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10219 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10220 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10221 GL_Color(r, g, b, a);
10222 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10225 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10227 int texturesurfaceindex;
10234 vec3_t ambientcolor;
10235 vec3_t diffusecolor;
10239 VectorCopy(rsurface.modellight_lightdir, lightdir);
10240 f = 0.5f * r_refdef.lightmapintensity;
10241 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10242 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10243 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10244 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10245 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10246 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10248 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10250 // generate color arrays for the surfaces in this list
10251 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10253 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10254 int numverts = surface->num_vertices;
10255 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10256 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10257 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10258 // q3-style directional shading
10259 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10261 if ((f = DotProduct(n, lightdir)) > 0)
10262 VectorMA(ambientcolor, f, diffusecolor, c);
10264 VectorCopy(ambientcolor, c);
10272 rsurface.lightmapcolor4f = rsurface.array_color4f;
10273 rsurface.lightmapcolor4f_bufferobject = 0;
10274 rsurface.lightmapcolor4f_bufferoffset = 0;
10275 *applycolor = false;
10279 *r = ambientcolor[0];
10280 *g = ambientcolor[1];
10281 *b = ambientcolor[2];
10282 rsurface.lightmapcolor4f = NULL;
10283 rsurface.lightmapcolor4f_bufferobject = 0;
10284 rsurface.lightmapcolor4f_bufferoffset = 0;
10288 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10290 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10291 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10292 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10293 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10294 GL_Color(r, g, b, a);
10295 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10298 void RSurf_SetupDepthAndCulling(void)
10300 // submodels are biased to avoid z-fighting with world surfaces that they
10301 // may be exactly overlapping (avoids z-fighting artifacts on certain
10302 // doors and things in Quake maps)
10303 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10304 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10305 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10306 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10309 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10311 // transparent sky would be ridiculous
10312 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10314 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10315 skyrenderlater = true;
10316 RSurf_SetupDepthAndCulling();
10317 GL_DepthMask(true);
10318 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10319 // skymasking on them, and Quake3 never did sky masking (unlike
10320 // software Quake and software Quake2), so disable the sky masking
10321 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10322 // and skymasking also looks very bad when noclipping outside the
10323 // level, so don't use it then either.
10324 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10326 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10327 R_Mesh_ColorPointer(NULL, 0, 0);
10328 R_Mesh_ResetTextureState();
10329 if (skyrendermasked)
10331 R_SetupShader_DepthOrShadow();
10332 // depth-only (masking)
10333 GL_ColorMask(0,0,0,0);
10334 // just to make sure that braindead drivers don't draw
10335 // anything despite that colormask...
10336 GL_BlendFunc(GL_ZERO, GL_ONE);
10340 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10342 GL_BlendFunc(GL_ONE, GL_ZERO);
10344 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10345 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10346 if (skyrendermasked)
10347 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10349 R_Mesh_ResetTextureState();
10350 GL_Color(1, 1, 1, 1);
10353 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10354 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10355 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10357 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10359 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10362 // render screenspace normalmap to texture
10363 GL_DepthMask(true);
10364 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10365 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10367 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10369 // render water or distortion background, then blend surface on top
10370 GL_DepthMask(true);
10371 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10372 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10373 GL_DepthMask(false);
10374 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10375 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10376 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10378 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10382 // render surface normally
10383 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10384 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10385 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10386 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10387 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10388 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10390 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10394 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10396 // OpenGL 1.3 path - anything not completely ancient
10397 int texturesurfaceindex;
10398 qboolean applycolor;
10401 const texturelayer_t *layer;
10402 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10404 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10407 int layertexrgbscale;
10408 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10410 if (layerindex == 0)
10411 GL_AlphaTest(true);
10414 GL_AlphaTest(false);
10415 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10418 GL_DepthMask(layer->depthmask && writedepth);
10419 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10420 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10422 layertexrgbscale = 4;
10423 VectorScale(layer->color, 0.25f, layercolor);
10425 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10427 layertexrgbscale = 2;
10428 VectorScale(layer->color, 0.5f, layercolor);
10432 layertexrgbscale = 1;
10433 VectorScale(layer->color, 1.0f, layercolor);
10435 layercolor[3] = layer->color[3];
10436 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10437 R_Mesh_ColorPointer(NULL, 0, 0);
10438 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10439 switch (layer->type)
10441 case TEXTURELAYERTYPE_LITTEXTURE:
10442 // single-pass lightmapped texture with 2x rgbscale
10443 R_Mesh_TexBind(0, r_texture_white);
10444 R_Mesh_TexMatrix(0, NULL);
10445 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10446 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10447 R_Mesh_TexBind(1, layer->texture);
10448 R_Mesh_TexMatrix(1, &layer->texmatrix);
10449 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10450 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10451 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10452 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10453 else if (rsurface.uselightmaptexture)
10454 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10456 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10458 case TEXTURELAYERTYPE_TEXTURE:
10459 // singletexture unlit texture with transparency support
10460 R_Mesh_TexBind(0, layer->texture);
10461 R_Mesh_TexMatrix(0, &layer->texmatrix);
10462 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10463 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10464 R_Mesh_TexBind(1, 0);
10465 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10466 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10468 case TEXTURELAYERTYPE_FOG:
10469 // singletexture fogging
10470 if (layer->texture)
10472 R_Mesh_TexBind(0, layer->texture);
10473 R_Mesh_TexMatrix(0, &layer->texmatrix);
10474 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10475 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10479 R_Mesh_TexBind(0, 0);
10480 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10482 R_Mesh_TexBind(1, 0);
10483 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10484 // generate a color array for the fog pass
10485 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10486 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10492 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10493 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10495 f = 1 - RSurf_FogVertex(v);
10496 c[0] = layercolor[0];
10497 c[1] = layercolor[1];
10498 c[2] = layercolor[2];
10499 c[3] = f * layercolor[3];
10502 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10505 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10509 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10511 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10512 GL_AlphaTest(false);
10516 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10518 // OpenGL 1.1 - crusty old voodoo path
10519 int texturesurfaceindex;
10522 const texturelayer_t *layer;
10523 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10525 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10529 if (layerindex == 0)
10530 GL_AlphaTest(true);
10533 GL_AlphaTest(false);
10534 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10537 GL_DepthMask(layer->depthmask && writedepth);
10538 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10539 R_Mesh_ColorPointer(NULL, 0, 0);
10540 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10541 switch (layer->type)
10543 case TEXTURELAYERTYPE_LITTEXTURE:
10544 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10546 // two-pass lit texture with 2x rgbscale
10547 // first the lightmap pass
10548 R_Mesh_TexBind(0, r_texture_white);
10549 R_Mesh_TexMatrix(0, NULL);
10550 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10551 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10553 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10554 else if (rsurface.uselightmaptexture)
10555 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10557 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10558 // then apply the texture to it
10559 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10560 R_Mesh_TexBind(0, layer->texture);
10561 R_Mesh_TexMatrix(0, &layer->texmatrix);
10562 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10563 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10564 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10568 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10569 R_Mesh_TexBind(0, layer->texture);
10570 R_Mesh_TexMatrix(0, &layer->texmatrix);
10571 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10572 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10573 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10574 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10576 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10579 case TEXTURELAYERTYPE_TEXTURE:
10580 // singletexture unlit texture with transparency support
10581 R_Mesh_TexBind(0, layer->texture);
10582 R_Mesh_TexMatrix(0, &layer->texmatrix);
10583 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10584 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10585 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10587 case TEXTURELAYERTYPE_FOG:
10588 // singletexture fogging
10589 if (layer->texture)
10591 R_Mesh_TexBind(0, layer->texture);
10592 R_Mesh_TexMatrix(0, &layer->texmatrix);
10593 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10594 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10598 R_Mesh_TexBind(0, 0);
10599 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10601 // generate a color array for the fog pass
10602 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10603 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10609 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10610 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10612 f = 1 - RSurf_FogVertex(v);
10613 c[0] = layer->color[0];
10614 c[1] = layer->color[1];
10615 c[2] = layer->color[2];
10616 c[3] = f * layer->color[3];
10619 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10622 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10628 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10629 GL_AlphaTest(false);
10633 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10637 GL_AlphaTest(false);
10638 R_Mesh_ColorPointer(NULL, 0, 0);
10639 R_Mesh_ResetTextureState();
10640 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10642 if(rsurface.texture && rsurface.texture->currentskinframe)
10644 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10645 c[3] *= rsurface.texture->currentalpha;
10655 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10657 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10658 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10659 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10662 // brighten it up (as texture value 127 means "unlit")
10663 c[0] *= 2 * r_refdef.view.colorscale;
10664 c[1] *= 2 * r_refdef.view.colorscale;
10665 c[2] *= 2 * r_refdef.view.colorscale;
10667 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10668 c[3] *= r_wateralpha.value;
10670 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10672 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10673 GL_DepthMask(false);
10675 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10677 GL_BlendFunc(GL_ONE, GL_ONE);
10678 GL_DepthMask(false);
10680 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10682 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10683 GL_DepthMask(false);
10685 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10687 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10688 GL_DepthMask(false);
10692 GL_BlendFunc(GL_ONE, GL_ZERO);
10693 GL_DepthMask(writedepth);
10696 rsurface.lightmapcolor4f = NULL;
10698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10700 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10702 rsurface.lightmapcolor4f = NULL;
10703 rsurface.lightmapcolor4f_bufferobject = 0;
10704 rsurface.lightmapcolor4f_bufferoffset = 0;
10706 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10708 qboolean applycolor = true;
10711 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10713 r_refdef.lightmapintensity = 1;
10714 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10715 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10719 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10721 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10722 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10723 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10726 if(!rsurface.lightmapcolor4f)
10727 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10729 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10730 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10731 if(r_refdef.fogenabled)
10732 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10734 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10735 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10738 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10741 RSurf_SetupDepthAndCulling();
10742 if (r_showsurfaces.integer == 3 && !prepass)
10744 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10747 switch (vid.renderpath)
10749 case RENDERPATH_GL20:
10750 case RENDERPATH_CGGL:
10751 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10753 case RENDERPATH_GL13:
10754 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10756 case RENDERPATH_GL11:
10757 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10763 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10766 RSurf_SetupDepthAndCulling();
10767 if (r_showsurfaces.integer == 3 && !prepass)
10769 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10772 switch (vid.renderpath)
10774 case RENDERPATH_GL20:
10775 case RENDERPATH_CGGL:
10776 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10778 case RENDERPATH_GL13:
10779 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10781 case RENDERPATH_GL11:
10782 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10788 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10791 int texturenumsurfaces, endsurface;
10792 texture_t *texture;
10793 const msurface_t *surface;
10794 const msurface_t *texturesurfacelist[256];
10796 // if the model is static it doesn't matter what value we give for
10797 // wantnormals and wanttangents, so this logic uses only rules applicable
10798 // to a model, knowing that they are meaningless otherwise
10799 if (ent == r_refdef.scene.worldentity)
10800 RSurf_ActiveWorldEntity();
10801 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10802 RSurf_ActiveModelEntity(ent, false, false, false);
10805 switch (vid.renderpath)
10807 case RENDERPATH_GL20:
10808 case RENDERPATH_CGGL:
10809 RSurf_ActiveModelEntity(ent, true, true, false);
10811 case RENDERPATH_GL13:
10812 case RENDERPATH_GL11:
10813 RSurf_ActiveModelEntity(ent, true, false, false);
10818 if (r_transparentdepthmasking.integer)
10820 qboolean setup = false;
10821 for (i = 0;i < numsurfaces;i = j)
10824 surface = rsurface.modelsurfaces + surfacelist[i];
10825 texture = surface->texture;
10826 rsurface.texture = R_GetCurrentTexture(texture);
10827 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10828 // scan ahead until we find a different texture
10829 endsurface = min(i + 1024, numsurfaces);
10830 texturenumsurfaces = 0;
10831 texturesurfacelist[texturenumsurfaces++] = surface;
10832 for (;j < endsurface;j++)
10834 surface = rsurface.modelsurfaces + surfacelist[j];
10835 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10837 texturesurfacelist[texturenumsurfaces++] = surface;
10839 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10841 // render the range of surfaces as depth
10845 GL_ColorMask(0,0,0,0);
10847 GL_DepthTest(true);
10848 GL_BlendFunc(GL_ONE, GL_ZERO);
10849 GL_DepthMask(true);
10850 GL_AlphaTest(false);
10851 R_Mesh_ColorPointer(NULL, 0, 0);
10852 R_Mesh_ResetTextureState();
10853 R_SetupShader_DepthOrShadow();
10855 RSurf_SetupDepthAndCulling();
10856 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10857 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10860 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10863 for (i = 0;i < numsurfaces;i = j)
10866 surface = rsurface.modelsurfaces + surfacelist[i];
10867 texture = surface->texture;
10868 rsurface.texture = R_GetCurrentTexture(texture);
10869 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10870 // scan ahead until we find a different texture
10871 endsurface = min(i + 1024, numsurfaces);
10872 texturenumsurfaces = 0;
10873 texturesurfacelist[texturenumsurfaces++] = surface;
10874 for (;j < endsurface;j++)
10876 surface = rsurface.modelsurfaces + surfacelist[j];
10877 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10879 texturesurfacelist[texturenumsurfaces++] = surface;
10881 // render the range of surfaces
10882 if (ent == r_refdef.scene.worldentity)
10883 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10885 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10887 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10888 GL_AlphaTest(false);
10891 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10893 // transparent surfaces get pushed off into the transparent queue
10894 int surfacelistindex;
10895 const msurface_t *surface;
10896 vec3_t tempcenter, center;
10897 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10899 surface = texturesurfacelist[surfacelistindex];
10900 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10901 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10902 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10903 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10904 if (queueentity->transparent_offset) // transparent offset
10906 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10907 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10908 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10910 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10914 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10916 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10920 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10922 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10924 RSurf_SetupDepthAndCulling();
10925 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10926 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10930 if (!rsurface.texture->currentnumlayers)
10932 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10933 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10935 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10937 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10939 RSurf_SetupDepthAndCulling();
10940 GL_AlphaTest(false);
10941 R_Mesh_ColorPointer(NULL, 0, 0);
10942 R_Mesh_ResetTextureState();
10943 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10944 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10945 GL_DepthMask(true);
10946 GL_BlendFunc(GL_ONE, GL_ZERO);
10947 GL_Color(0, 0, 0, 1);
10948 GL_DepthTest(writedepth);
10949 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10951 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10953 RSurf_SetupDepthAndCulling();
10954 GL_AlphaTest(false);
10955 R_Mesh_ColorPointer(NULL, 0, 0);
10956 R_Mesh_ResetTextureState();
10957 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10958 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10959 GL_DepthMask(true);
10960 GL_BlendFunc(GL_ONE, GL_ZERO);
10961 GL_DepthTest(true);
10962 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10964 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10965 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10966 else if (!rsurface.texture->currentnumlayers)
10968 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10970 // in the deferred case, transparent surfaces were queued during prepass
10971 if (!r_shadow_usingdeferredprepass)
10972 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10976 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10977 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10982 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10985 texture_t *texture;
10986 // break the surface list down into batches by texture and use of lightmapping
10987 for (i = 0;i < numsurfaces;i = j)
10990 // texture is the base texture pointer, rsurface.texture is the
10991 // current frame/skin the texture is directing us to use (for example
10992 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10993 // use skin 1 instead)
10994 texture = surfacelist[i]->texture;
10995 rsurface.texture = R_GetCurrentTexture(texture);
10996 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10997 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10999 // if this texture is not the kind we want, skip ahead to the next one
11000 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11004 // simply scan ahead until we find a different texture or lightmap state
11005 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11007 // render the range of surfaces
11008 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11012 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11017 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11019 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11021 RSurf_SetupDepthAndCulling();
11022 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11023 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11027 if (!rsurface.texture->currentnumlayers)
11029 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11030 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11032 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11034 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11036 RSurf_SetupDepthAndCulling();
11037 GL_AlphaTest(false);
11038 R_Mesh_ColorPointer(NULL, 0, 0);
11039 R_Mesh_ResetTextureState();
11040 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11041 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11042 GL_DepthMask(true);
11043 GL_BlendFunc(GL_ONE, GL_ZERO);
11044 GL_Color(0, 0, 0, 1);
11045 GL_DepthTest(writedepth);
11046 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11048 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11050 RSurf_SetupDepthAndCulling();
11051 GL_AlphaTest(false);
11052 R_Mesh_ColorPointer(NULL, 0, 0);
11053 R_Mesh_ResetTextureState();
11054 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11055 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11056 GL_DepthMask(true);
11057 GL_BlendFunc(GL_ONE, GL_ZERO);
11058 GL_DepthTest(true);
11059 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11061 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11062 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11063 else if (!rsurface.texture->currentnumlayers)
11065 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11067 // in the deferred case, transparent surfaces were queued during prepass
11068 if (!r_shadow_usingdeferredprepass)
11069 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11073 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11074 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11079 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11082 texture_t *texture;
11083 // break the surface list down into batches by texture and use of lightmapping
11084 for (i = 0;i < numsurfaces;i = j)
11087 // texture is the base texture pointer, rsurface.texture is the
11088 // current frame/skin the texture is directing us to use (for example
11089 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11090 // use skin 1 instead)
11091 texture = surfacelist[i]->texture;
11092 rsurface.texture = R_GetCurrentTexture(texture);
11093 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11094 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11096 // if this texture is not the kind we want, skip ahead to the next one
11097 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11101 // simply scan ahead until we find a different texture or lightmap state
11102 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11104 // render the range of surfaces
11105 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11109 float locboxvertex3f[6*4*3] =
11111 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11112 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11113 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11114 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11115 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11116 1,0,0, 0,0,0, 0,1,0, 1,1,0
11119 unsigned short locboxelements[6*2*3] =
11124 12,13,14, 12,14,15,
11125 16,17,18, 16,18,19,
11129 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11132 cl_locnode_t *loc = (cl_locnode_t *)ent;
11134 float vertex3f[6*4*3];
11136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11137 GL_DepthMask(false);
11138 GL_DepthRange(0, 1);
11139 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11140 GL_DepthTest(true);
11141 GL_CullFace(GL_NONE);
11142 R_EntityMatrix(&identitymatrix);
11144 R_Mesh_VertexPointer(vertex3f, 0, 0);
11145 R_Mesh_ColorPointer(NULL, 0, 0);
11146 R_Mesh_ResetTextureState();
11147 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11149 i = surfacelist[0];
11150 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11151 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11152 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11153 surfacelist[0] < 0 ? 0.5f : 0.125f);
11155 if (VectorCompare(loc->mins, loc->maxs))
11157 VectorSet(size, 2, 2, 2);
11158 VectorMA(loc->mins, -0.5f, size, mins);
11162 VectorCopy(loc->mins, mins);
11163 VectorSubtract(loc->maxs, loc->mins, size);
11166 for (i = 0;i < 6*4*3;)
11167 for (j = 0;j < 3;j++, i++)
11168 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11170 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11173 void R_DrawLocs(void)
11176 cl_locnode_t *loc, *nearestloc;
11178 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11179 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11181 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11182 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11186 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11188 if (decalsystem->decals)
11189 Mem_Free(decalsystem->decals);
11190 memset(decalsystem, 0, sizeof(*decalsystem));
11193 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)
11196 tridecal_t *decals;
11200 // expand or initialize the system
11201 if (decalsystem->maxdecals <= decalsystem->numdecals)
11203 decalsystem_t old = *decalsystem;
11204 qboolean useshortelements;
11205 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11206 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11207 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11208 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11209 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11210 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11211 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11212 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11213 if (decalsystem->numdecals)
11214 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11216 Mem_Free(old.decals);
11217 for (i = 0;i < decalsystem->maxdecals*3;i++)
11218 decalsystem->element3i[i] = i;
11219 if (useshortelements)
11220 for (i = 0;i < decalsystem->maxdecals*3;i++)
11221 decalsystem->element3s[i] = i;
11224 // grab a decal and search for another free slot for the next one
11225 maxdecals = decalsystem->maxdecals;
11226 decals = decalsystem->decals;
11227 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11228 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11230 decalsystem->freedecal = i;
11231 if (decalsystem->numdecals <= i)
11232 decalsystem->numdecals = i + 1;
11234 // initialize the decal
11236 decal->triangleindex = triangleindex;
11237 decal->surfaceindex = surfaceindex;
11238 decal->decalsequence = decalsequence;
11239 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11240 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11241 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11242 decal->color4ub[0][3] = 255;
11243 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11244 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11245 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11246 decal->color4ub[1][3] = 255;
11247 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11248 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11249 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11250 decal->color4ub[2][3] = 255;
11251 decal->vertex3f[0][0] = v0[0];
11252 decal->vertex3f[0][1] = v0[1];
11253 decal->vertex3f[0][2] = v0[2];
11254 decal->vertex3f[1][0] = v1[0];
11255 decal->vertex3f[1][1] = v1[1];
11256 decal->vertex3f[1][2] = v1[2];
11257 decal->vertex3f[2][0] = v2[0];
11258 decal->vertex3f[2][1] = v2[1];
11259 decal->vertex3f[2][2] = v2[2];
11260 decal->texcoord2f[0][0] = t0[0];
11261 decal->texcoord2f[0][1] = t0[1];
11262 decal->texcoord2f[1][0] = t1[0];
11263 decal->texcoord2f[1][1] = t1[1];
11264 decal->texcoord2f[2][0] = t2[0];
11265 decal->texcoord2f[2][1] = t2[1];
11268 extern cvar_t cl_decals_bias;
11269 extern cvar_t cl_decals_models;
11270 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11271 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)
11273 matrix4x4_t projection;
11274 decalsystem_t *decalsystem;
11277 const float *vertex3f;
11278 const msurface_t *surface;
11279 const msurface_t *surfaces;
11280 const int *surfacelist;
11281 const texture_t *texture;
11284 int numsurfacelist;
11285 int surfacelistindex;
11288 int decalsurfaceindex;
11293 float localorigin[3];
11294 float localnormal[3];
11295 float localmins[3];
11296 float localmaxs[3];
11303 float planes[6][4];
11305 float points[2][9][3];
11309 decalsystem = &ent->decalsystem;
11310 model = ent->model;
11311 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11313 R_DecalSystem_Reset(&ent->decalsystem);
11317 if (!model->brush.data_nodes && !cl_decals_models.integer)
11319 if (decalsystem->model)
11320 R_DecalSystem_Reset(decalsystem);
11324 if (decalsystem->model != model)
11325 R_DecalSystem_Reset(decalsystem);
11326 decalsystem->model = model;
11328 RSurf_ActiveModelEntity(ent, false, false, false);
11330 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11331 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11332 VectorNormalize(localnormal);
11333 localsize = worldsize*rsurface.inversematrixscale;
11334 ilocalsize = 1.0f / localsize;
11335 localmins[0] = localorigin[0] - localsize;
11336 localmins[1] = localorigin[1] - localsize;
11337 localmins[2] = localorigin[2] - localsize;
11338 localmaxs[0] = localorigin[0] + localsize;
11339 localmaxs[1] = localorigin[1] + localsize;
11340 localmaxs[2] = localorigin[2] + localsize;
11342 //VectorCopy(localnormal, planes[4]);
11343 //VectorVectors(planes[4], planes[2], planes[0]);
11344 AnglesFromVectors(angles, localnormal, NULL, false);
11345 AngleVectors(angles, planes[0], planes[2], planes[4]);
11346 VectorNegate(planes[0], planes[1]);
11347 VectorNegate(planes[2], planes[3]);
11348 VectorNegate(planes[4], planes[5]);
11349 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11350 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11351 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11352 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11353 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11354 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11359 matrix4x4_t forwardprojection;
11360 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11361 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11366 float projectionvector[4][3];
11367 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11368 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11369 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11370 projectionvector[0][0] = planes[0][0] * ilocalsize;
11371 projectionvector[0][1] = planes[1][0] * ilocalsize;
11372 projectionvector[0][2] = planes[2][0] * ilocalsize;
11373 projectionvector[1][0] = planes[0][1] * ilocalsize;
11374 projectionvector[1][1] = planes[1][1] * ilocalsize;
11375 projectionvector[1][2] = planes[2][1] * ilocalsize;
11376 projectionvector[2][0] = planes[0][2] * ilocalsize;
11377 projectionvector[2][1] = planes[1][2] * ilocalsize;
11378 projectionvector[2][2] = planes[2][2] * ilocalsize;
11379 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11380 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11381 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11382 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11386 dynamic = model->surfmesh.isanimated;
11387 vertex3f = rsurface.modelvertex3f;
11388 numsurfacelist = model->nummodelsurfaces;
11389 surfacelist = model->sortedmodelsurfaces;
11390 surfaces = model->data_surfaces;
11391 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11393 surfaceindex = surfacelist[surfacelistindex];
11394 surface = surfaces + surfaceindex;
11395 // check cull box first because it rejects more than any other check
11396 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11398 // skip transparent surfaces
11399 texture = surface->texture;
11400 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11402 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11404 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11405 numvertices = surface->num_vertices;
11406 numtriangles = surface->num_triangles;
11407 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11409 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11411 index = 3*e[cornerindex];
11412 VectorCopy(vertex3f + index, v[cornerindex]);
11415 //TriangleNormal(v[0], v[1], v[2], normal);
11416 //if (DotProduct(normal, localnormal) < 0.0f)
11418 // clip by each of the box planes formed from the projection matrix
11419 // if anything survives, we emit the decal
11420 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]);
11423 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]);
11426 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]);
11429 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]);
11432 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]);
11435 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]);
11438 // some part of the triangle survived, so we have to accept it...
11441 // dynamic always uses the original triangle
11443 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11445 index = 3*e[cornerindex];
11446 VectorCopy(vertex3f + index, v[cornerindex]);
11449 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11451 // convert vertex positions to texcoords
11452 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11453 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11454 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11455 // calculate distance fade from the projection origin
11456 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11457 f = bound(0.0f, f, 1.0f);
11458 c[cornerindex][0] = r * f;
11459 c[cornerindex][1] = g * f;
11460 c[cornerindex][2] = b * f;
11461 c[cornerindex][3] = 1.0f;
11462 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11465 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11467 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11468 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);
11473 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11474 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)
11476 int renderentityindex;
11477 float worldmins[3];
11478 float worldmaxs[3];
11479 entity_render_t *ent;
11481 if (!cl_decals_newsystem.integer)
11484 worldmins[0] = worldorigin[0] - worldsize;
11485 worldmins[1] = worldorigin[1] - worldsize;
11486 worldmins[2] = worldorigin[2] - worldsize;
11487 worldmaxs[0] = worldorigin[0] + worldsize;
11488 worldmaxs[1] = worldorigin[1] + worldsize;
11489 worldmaxs[2] = worldorigin[2] + worldsize;
11491 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11493 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11495 ent = r_refdef.scene.entities[renderentityindex];
11496 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11499 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11503 typedef struct r_decalsystem_splatqueue_s
11505 vec3_t worldorigin;
11506 vec3_t worldnormal;
11512 r_decalsystem_splatqueue_t;
11514 int r_decalsystem_numqueued = 0;
11515 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11517 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)
11519 r_decalsystem_splatqueue_t *queue;
11521 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11524 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11525 VectorCopy(worldorigin, queue->worldorigin);
11526 VectorCopy(worldnormal, queue->worldnormal);
11527 Vector4Set(queue->color, r, g, b, a);
11528 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11529 queue->worldsize = worldsize;
11530 queue->decalsequence = cl.decalsequence++;
11533 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11536 r_decalsystem_splatqueue_t *queue;
11538 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11539 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);
11540 r_decalsystem_numqueued = 0;
11543 extern cvar_t cl_decals_max;
11544 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11547 decalsystem_t *decalsystem = &ent->decalsystem;
11554 if (!decalsystem->numdecals)
11557 if (r_showsurfaces.integer)
11560 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11562 R_DecalSystem_Reset(decalsystem);
11566 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11567 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11569 if (decalsystem->lastupdatetime)
11570 frametime = (cl.time - decalsystem->lastupdatetime);
11573 decalsystem->lastupdatetime = cl.time;
11574 decal = decalsystem->decals;
11575 numdecals = decalsystem->numdecals;
11577 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11579 if (decal->color4ub[0][3])
11581 decal->lived += frametime;
11582 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11584 memset(decal, 0, sizeof(*decal));
11585 if (decalsystem->freedecal > i)
11586 decalsystem->freedecal = i;
11590 decal = decalsystem->decals;
11591 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11594 // collapse the array by shuffling the tail decals into the gaps
11597 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11598 decalsystem->freedecal++;
11599 if (decalsystem->freedecal == numdecals)
11601 decal[decalsystem->freedecal] = decal[--numdecals];
11604 decalsystem->numdecals = numdecals;
11606 if (numdecals <= 0)
11608 // if there are no decals left, reset decalsystem
11609 R_DecalSystem_Reset(decalsystem);
11613 extern skinframe_t *decalskinframe;
11614 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11617 decalsystem_t *decalsystem = &ent->decalsystem;
11627 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11630 numdecals = decalsystem->numdecals;
11634 if (r_showsurfaces.integer)
11637 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11639 R_DecalSystem_Reset(decalsystem);
11643 // if the model is static it doesn't matter what value we give for
11644 // wantnormals and wanttangents, so this logic uses only rules applicable
11645 // to a model, knowing that they are meaningless otherwise
11646 if (ent == r_refdef.scene.worldentity)
11647 RSurf_ActiveWorldEntity();
11649 RSurf_ActiveModelEntity(ent, false, false, false);
11651 decalsystem->lastupdatetime = cl.time;
11652 decal = decalsystem->decals;
11654 fadedelay = cl_decals_time.value;
11655 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11657 // update vertex positions for animated models
11658 v3f = decalsystem->vertex3f;
11659 c4f = decalsystem->color4f;
11660 t2f = decalsystem->texcoord2f;
11661 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11663 if (!decal->color4ub[0][3])
11666 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11669 // update color values for fading decals
11670 if (decal->lived >= cl_decals_time.value)
11672 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11673 alpha *= (1.0f/255.0f);
11676 alpha = 1.0f/255.0f;
11678 c4f[ 0] = decal->color4ub[0][0] * alpha;
11679 c4f[ 1] = decal->color4ub[0][1] * alpha;
11680 c4f[ 2] = decal->color4ub[0][2] * alpha;
11682 c4f[ 4] = decal->color4ub[1][0] * alpha;
11683 c4f[ 5] = decal->color4ub[1][1] * alpha;
11684 c4f[ 6] = decal->color4ub[1][2] * alpha;
11686 c4f[ 8] = decal->color4ub[2][0] * alpha;
11687 c4f[ 9] = decal->color4ub[2][1] * alpha;
11688 c4f[10] = decal->color4ub[2][2] * alpha;
11691 t2f[0] = decal->texcoord2f[0][0];
11692 t2f[1] = decal->texcoord2f[0][1];
11693 t2f[2] = decal->texcoord2f[1][0];
11694 t2f[3] = decal->texcoord2f[1][1];
11695 t2f[4] = decal->texcoord2f[2][0];
11696 t2f[5] = decal->texcoord2f[2][1];
11698 // update vertex positions for animated models
11699 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11701 e = rsurface.modelelement3i + 3*decal->triangleindex;
11702 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11703 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11704 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11708 VectorCopy(decal->vertex3f[0], v3f);
11709 VectorCopy(decal->vertex3f[1], v3f + 3);
11710 VectorCopy(decal->vertex3f[2], v3f + 6);
11721 r_refdef.stats.drawndecals += numtris;
11723 if (r_refdef.fogenabled)
11725 switch(vid.renderpath)
11727 case RENDERPATH_GL20:
11728 case RENDERPATH_CGGL:
11729 case RENDERPATH_GL13:
11730 case RENDERPATH_GL11:
11731 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11733 alpha = RSurf_FogVertex(v3f);
11742 // now render the decals all at once
11743 // (this assumes they all use one particle font texture!)
11744 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);
11745 R_Mesh_ResetTextureState();
11746 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11747 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11748 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11749 GL_DepthMask(false);
11750 GL_DepthRange(0, 1);
11751 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11752 GL_DepthTest(true);
11753 GL_CullFace(GL_NONE);
11754 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11755 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11756 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11760 static void R_DrawModelDecals(void)
11764 // fade faster when there are too many decals
11765 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11766 for (i = 0;i < r_refdef.scene.numentities;i++)
11767 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11769 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11770 for (i = 0;i < r_refdef.scene.numentities;i++)
11771 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11772 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11774 R_DecalSystem_ApplySplatEntitiesQueue();
11776 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11777 for (i = 0;i < r_refdef.scene.numentities;i++)
11778 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11780 r_refdef.stats.totaldecals += numdecals;
11782 if (r_showsurfaces.integer)
11785 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11787 for (i = 0;i < r_refdef.scene.numentities;i++)
11789 if (!r_refdef.viewcache.entityvisible[i])
11791 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11792 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11796 void R_DrawDebugModel(void)
11798 entity_render_t *ent = rsurface.entity;
11799 int i, j, k, l, flagsmask;
11800 const int *elements;
11802 const msurface_t *surface;
11803 dp_model_t *model = ent->model;
11806 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11808 R_Mesh_ColorPointer(NULL, 0, 0);
11809 R_Mesh_ResetTextureState();
11810 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11811 GL_DepthRange(0, 1);
11812 GL_DepthTest(!r_showdisabledepthtest.integer);
11813 GL_DepthMask(false);
11814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11816 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11818 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11819 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11821 if (brush->colbrushf && brush->colbrushf->numtriangles)
11823 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11824 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11825 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11828 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11830 if (surface->num_collisiontriangles)
11832 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11833 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11834 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11839 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11841 if (r_showtris.integer || r_shownormals.integer)
11843 if (r_showdisabledepthtest.integer)
11845 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11846 GL_DepthMask(false);
11850 GL_BlendFunc(GL_ONE, GL_ZERO);
11851 GL_DepthMask(true);
11853 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11855 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11857 rsurface.texture = R_GetCurrentTexture(surface->texture);
11858 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11860 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11861 if (r_showtris.value > 0)
11863 if (!rsurface.texture->currentlayers->depthmask)
11864 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11865 else if (ent == r_refdef.scene.worldentity)
11866 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11868 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11869 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11870 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11871 R_Mesh_ColorPointer(NULL, 0, 0);
11872 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11873 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11874 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11875 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11876 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11879 if (r_shownormals.value < 0)
11881 qglBegin(GL_LINES);
11882 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11884 VectorCopy(rsurface.vertex3f + l * 3, v);
11885 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11886 qglVertex3f(v[0], v[1], v[2]);
11887 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11888 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11889 qglVertex3f(v[0], v[1], v[2]);
11894 if (r_shownormals.value > 0)
11896 qglBegin(GL_LINES);
11897 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11899 VectorCopy(rsurface.vertex3f + l * 3, v);
11900 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11901 qglVertex3f(v[0], v[1], v[2]);
11902 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11903 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11904 qglVertex3f(v[0], v[1], v[2]);
11908 qglBegin(GL_LINES);
11909 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11911 VectorCopy(rsurface.vertex3f + l * 3, v);
11912 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11913 qglVertex3f(v[0], v[1], v[2]);
11914 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11915 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11916 qglVertex3f(v[0], v[1], v[2]);
11920 qglBegin(GL_LINES);
11921 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11923 VectorCopy(rsurface.vertex3f + l * 3, v);
11924 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11925 qglVertex3f(v[0], v[1], v[2]);
11926 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11927 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11928 qglVertex3f(v[0], v[1], v[2]);
11935 rsurface.texture = NULL;
11939 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11940 int r_maxsurfacelist = 0;
11941 const msurface_t **r_surfacelist = NULL;
11942 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11944 int i, j, endj, f, flagsmask;
11946 dp_model_t *model = r_refdef.scene.worldmodel;
11947 msurface_t *surfaces;
11948 unsigned char *update;
11949 int numsurfacelist = 0;
11953 if (r_maxsurfacelist < model->num_surfaces)
11955 r_maxsurfacelist = model->num_surfaces;
11957 Mem_Free((msurface_t**)r_surfacelist);
11958 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11961 RSurf_ActiveWorldEntity();
11963 surfaces = model->data_surfaces;
11964 update = model->brushq1.lightmapupdateflags;
11966 // update light styles on this submodel
11967 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11969 model_brush_lightstyleinfo_t *style;
11970 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11972 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11974 int *list = style->surfacelist;
11975 style->value = r_refdef.scene.lightstylevalue[style->style];
11976 for (j = 0;j < style->numsurfaces;j++)
11977 update[list[j]] = true;
11982 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11986 R_DrawDebugModel();
11987 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11993 rsurface.uselightmaptexture = false;
11994 rsurface.texture = NULL;
11995 rsurface.rtlight = NULL;
11996 numsurfacelist = 0;
11997 // add visible surfaces to draw list
11998 for (i = 0;i < model->nummodelsurfaces;i++)
12000 j = model->sortedmodelsurfaces[i];
12001 if (r_refdef.viewcache.world_surfacevisible[j])
12002 r_surfacelist[numsurfacelist++] = surfaces + j;
12004 // update lightmaps if needed
12005 if (model->brushq1.firstrender)
12007 model->brushq1.firstrender = false;
12008 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12010 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12014 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12015 if (r_refdef.viewcache.world_surfacevisible[j])
12017 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12019 // don't do anything if there were no surfaces
12020 if (!numsurfacelist)
12022 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12025 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12026 GL_AlphaTest(false);
12028 // add to stats if desired
12029 if (r_speeds.integer && !skysurfaces && !depthonly)
12031 r_refdef.stats.world_surfaces += numsurfacelist;
12032 for (j = 0;j < numsurfacelist;j++)
12033 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12036 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12039 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12041 int i, j, endj, f, flagsmask;
12043 dp_model_t *model = ent->model;
12044 msurface_t *surfaces;
12045 unsigned char *update;
12046 int numsurfacelist = 0;
12050 if (r_maxsurfacelist < model->num_surfaces)
12052 r_maxsurfacelist = model->num_surfaces;
12054 Mem_Free((msurface_t **)r_surfacelist);
12055 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12058 // if the model is static it doesn't matter what value we give for
12059 // wantnormals and wanttangents, so this logic uses only rules applicable
12060 // to a model, knowing that they are meaningless otherwise
12061 if (ent == r_refdef.scene.worldentity)
12062 RSurf_ActiveWorldEntity();
12063 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12064 RSurf_ActiveModelEntity(ent, false, false, false);
12066 RSurf_ActiveModelEntity(ent, true, true, true);
12067 else if (depthonly)
12068 RSurf_ActiveModelEntity(ent, false, false, false);
12071 switch (vid.renderpath)
12073 case RENDERPATH_GL20:
12074 case RENDERPATH_CGGL:
12075 RSurf_ActiveModelEntity(ent, true, true, false);
12077 case RENDERPATH_GL13:
12078 case RENDERPATH_GL11:
12079 RSurf_ActiveModelEntity(ent, true, false, false);
12084 surfaces = model->data_surfaces;
12085 update = model->brushq1.lightmapupdateflags;
12087 // update light styles
12088 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12090 model_brush_lightstyleinfo_t *style;
12091 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12093 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12095 int *list = style->surfacelist;
12096 style->value = r_refdef.scene.lightstylevalue[style->style];
12097 for (j = 0;j < style->numsurfaces;j++)
12098 update[list[j]] = true;
12103 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12107 R_DrawDebugModel();
12108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12114 rsurface.uselightmaptexture = false;
12115 rsurface.texture = NULL;
12116 rsurface.rtlight = NULL;
12117 numsurfacelist = 0;
12118 // add visible surfaces to draw list
12119 for (i = 0;i < model->nummodelsurfaces;i++)
12120 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12121 // don't do anything if there were no surfaces
12122 if (!numsurfacelist)
12124 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12127 // update lightmaps if needed
12131 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12136 R_BuildLightMap(ent, surfaces + j);
12141 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12143 R_BuildLightMap(ent, surfaces + j);
12144 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12145 GL_AlphaTest(false);
12147 // add to stats if desired
12148 if (r_speeds.integer && !skysurfaces && !depthonly)
12150 r_refdef.stats.entities_surfaces += numsurfacelist;
12151 for (j = 0;j < numsurfacelist;j++)
12152 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12155 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12158 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12160 static texture_t texture;
12161 static msurface_t surface;
12162 const msurface_t *surfacelist = &surface;
12164 // fake enough texture and surface state to render this geometry
12166 texture.update_lastrenderframe = -1; // regenerate this texture
12167 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12168 texture.currentskinframe = skinframe;
12169 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12170 texture.specularscalemod = 1;
12171 texture.specularpowermod = 1;
12173 surface.texture = &texture;
12174 surface.num_triangles = numtriangles;
12175 surface.num_firsttriangle = firsttriangle;
12176 surface.num_vertices = numvertices;
12177 surface.num_firstvertex = firstvertex;
12180 rsurface.texture = R_GetCurrentTexture(surface.texture);
12181 rsurface.uselightmaptexture = false;
12182 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12185 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)
12187 static msurface_t surface;
12188 const msurface_t *surfacelist = &surface;
12190 // fake enough texture and surface state to render this geometry
12192 surface.texture = texture;
12193 surface.num_triangles = numtriangles;
12194 surface.num_firsttriangle = firsttriangle;
12195 surface.num_vertices = numvertices;
12196 surface.num_firstvertex = firstvertex;
12199 rsurface.texture = R_GetCurrentTexture(surface.texture);
12200 rsurface.uselightmaptexture = false;
12201 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);