2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 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)"};
125 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"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
171 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"};
173 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"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 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"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 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)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 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)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "# extension GL_ARB_texture_gather : enable\n"
601 "# ifdef GL_AMD_texture_texture4\n"
602 "# extension GL_AMD_texture_texture4 : enable\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
635 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
652 "#ifdef FRAGMENT_SHADER\n"
655 " gl_FragColor = gl_Color;\n"
658 "#else // !MODE_SHOWDEPTH\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
667 "#ifdef VERTEX_SHADER\n"
670 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
673 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
702 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
704 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
706 "#ifdef USEVIEWTINT\n"
707 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// 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"
713 " float sobel = 1.0;\n"
714 " // vec2 ts = textureSize(Texture_First, 0);\n"
715 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 " vec2 px = PixelSize;\n"
717 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
719 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
722 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
725 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
728 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
747 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
751 "#ifdef USESATURATION\n"
752 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
758 "#ifdef USEGAMMARAMPS\n"
759 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
765 "#else // !MODE_POSTPROCESS\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
777 "#ifdef VERTEX_SHADER\n"
780 " gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
784 "#ifdef USESPECULAR\n"
785 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
787 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
801 " gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
806 "#ifdef USESPECULAR\n"
807 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 " gl_FragColor *= tex2;\n"
812 " gl_FragColor += tex2;\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
820 "#else // !MODE_GENERIC\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
830 " gl_FrontColor = gl_Color;\n"
831 " TexCoord = gl_MultiTexCoord0.xy;\n"
832 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
843 " vec2 tc = TexCoord;\n"
844 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 " tc += BloomBlur_Parameters.xy;\n"
846 " for (i = 1;i < SAMPLES;i++)\n"
848 " color += texture2D(Texture_First, tc).rgb;\n"
849 " tc += BloomBlur_Parameters.xy;\n"
851 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
863 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 " ModelViewProjectionPosition = gl_Position;\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
884 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 " // FIXME temporary hack to detect the case that the reflection\n"
889 " // gets blackened at edges due to leaving the area that contains actual\n"
891 " // Remove this 'ack once we have a better way to stop this thing from\n"
893 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
901 "#else // !MODE_REFRACTION\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
916 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 " ModelViewProjectionPosition = gl_Position;\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
941 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 " // FIXME temporary hack to detect the case that the reflection\n"
947 " // gets blackened at edges due to leaving the area that contains actual\n"
949 " // Remove this 'ack once we have a better way to stop this thing from\n"
951 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
965 "#else // !MODE_WATER\n"
970 "// common definitions between vertex shader and fragment shader:\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1016 "uniform vec4 FogPlane;\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1026 "// 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"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1035 "uniform sampler2D Texture_Glow;\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1084 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 " fogfrac = fogheightpixel.a;\n"
1090 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1095 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1097 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 " // 14 sample relief mapping: linear search and then binary search\n"
1108 " // this basically steps forward a small amount repeatedly until it finds\n"
1109 " // itself inside solid, then jitters forward and back using decreasing\n"
1110 " // amounts to find the impact\n"
1111 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 " vec3 RT = vec3(TexCoord, 1);\n"
1115 " OffsetVector *= 0.1;\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1128 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1129 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 " // this basically moves forward the full distance, and then backs up based\n"
1134 " // on height of samples\n"
1135 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 " TexCoord += OffsetVector;\n"
1139 " OffsetVector *= 0.333;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 " return TexCoord;\n"
1146 "#endif // USEOFFSETMAPPING\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1192 "# ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1195 " vec3 adir = abs(dir);\n"
1196 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " float ma = adir.z;\n"
1205 " vec4 proj = vec4(dir, 2.5);\n"
1206 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1218 " vec3 adir = abs(dir);\n"
1219 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1226 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1228 "# ifdef USESHADOWSAMPLER\n"
1230 "# ifdef USESHADOWMAPPCF\n"
1231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 " 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"
1234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if USESHADOWMAPPCF > 1\n"
1241 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 " 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"
1244 " 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"
1245 " 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"
1246 " 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"
1247 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 " vec2 offset = fract(shadowmaptc.xy);\n"
1252 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1254 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1255 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1259 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1263 "# ifdef USESHADOWMAPORTHO\n"
1264 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1274 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1277 "# ifdef USESHADOWSAMPLER\n"
1278 "# ifdef USESHADOWMAPPCF\n"
1279 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1280 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 " 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"
1283 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1286 "# ifdef USESHADOWMAPPCF\n"
1287 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "# ifdef GL_ARB_texture_gather\n"
1289 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1291 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1293 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "# if USESHADOWMAPPCF > 1\n"
1295 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1299 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1300 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1301 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1302 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1303 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1304 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 " locols.yz += group2.ab;\n"
1307 " hicols.yz += group8.rg;\n"
1308 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 " mix(locols, hicols, offset.y);\n"
1311 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 " f = dot(cols, vec4(1.0/25.0));\n"
1315 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1318 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1319 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "# ifdef GL_EXT_gpu_shader4\n"
1325 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1327 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1329 "# if USESHADOWMAPPCF > 1\n"
1330 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 " center *= ShadowMap_TextureScale;\n"
1332 " 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"
1333 " 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"
1334 " 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"
1335 " 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"
1336 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1339 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1342 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1343 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1348 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1351 "# ifdef USESHADOWMAPORTHO\n"
1352 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1362 " // apply depth texture cubemap as light filter\n"
1363 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1365 "# ifdef USESHADOWSAMPLER\n"
1366 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1368 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " gl_FrontColor = gl_Color;\n"
1391 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 " // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1402 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 " // apply offsetmapping\n"
1414 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1418 "#ifdef USEALPHAKILL\n"
1419 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1434 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1438 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1451 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1454 "#endif // VERTEX_SHADER\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1469 " // calculate viewspace pixel position\n"
1470 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1472 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 " // decode viewspace pixel normal\n"
1475 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 " // surfacenormal = pixel normal in viewspace\n"
1478 " // LightVector = pixel to light in viewspace\n"
1479 " // CubeVector = position in lightspace\n"
1480 " // eyevector = pixel to view in viewspace\n"
1481 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 " // calculate diffuse shading\n"
1485 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1488 "#ifdef USESPECULAR\n"
1489 " // calculate directional shading\n"
1490 " vec3 eyevector = position * -1.0;\n"
1491 "# ifdef USEEXACTSPECULARMATH\n"
1492 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1494 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 " fade *= ShadowMapCompare(CubeVector);\n"
1503 "#ifdef USEDIFFUSE\n"
1504 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1506 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1508 "#ifdef USESPECULAR\n"
1509 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1511 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1514 "# ifdef USECUBEFILTER\n"
1515 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 " gl_FragData[0].rgb *= cubecolor;\n"
1517 " gl_FragData[1].rgb *= cubecolor;\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 " gl_FrontColor = gl_Color;\n"
1542 " // copy the surface texcoord\n"
1543 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1547 "#ifdef USELIGHTMAP\n"
1548 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 " // transform vertex position into light attenuation/cubemap space\n"
1553 " // (-1 to +1 across the light box)\n"
1554 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1556 "# ifdef USEDIFFUSE\n"
1557 " // transform unnormalized light direction into tangent space\n"
1558 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 " // normalize it per pixel)\n"
1560 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1573 " // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1582 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 " VectorS = gl_MultiTexCoord1.xyz;\n"
1588 " VectorT = gl_MultiTexCoord2.xyz;\n"
1589 " VectorR = gl_MultiTexCoord3.xyz;\n"
1592 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1599 "#ifdef USEREFLECTION\n"
1600 " ModelViewProjectionPosition = gl_Position;\n"
1603 "#endif // VERTEX_SHADER\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1619 "uniform myhalf3 Color_Glow;\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 " // apply offsetmapping\n"
1643 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1647 " // combine the diffuse textures (base, pants, shirt)\n"
1648 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 " if (color.a < 0.5)\n"
1653 " color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1663 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1666 " // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1670 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1673 " // get the material colors\n"
1674 " myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1679 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 " // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1703 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1706 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1709 " color.rgb = diffusetex * Color_Ambient;\n"
1711 " color.rgb *= LightColor;\n"
1712 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1716 "# ifdef USECUBEFILTER\n"
1717 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1726 "#ifdef USEDIFFUSE\n"
1727 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1733 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 " // convert modelspace light vector to tangentspace\n"
1737 " myhalf3 lightnormal;\n"
1738 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1754 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 " color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1776 "# ifdef USEDIFFUSE\n"
1777 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "# ifdef USESPECULAR\n"
1779 "# ifdef USEEXACTSPECULARMATH\n"
1780 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1782 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1785 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1787 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1790 " color.rgb = diffusetex * Color_Ambient;\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1808 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1813 " color.rgb = FogVertex(color.rgb);\n"
1816 " // 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"
1817 "#ifdef USEREFLECTION\n"
1818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 " // FIXME temporary hack to detect the case that the reflection\n"
1823 " // gets blackened at edges due to leaving the area that contains actual\n"
1825 " // Remove this 'ack once we have a better way to stop this thing from\n"
1827 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1835 " gl_FragColor = vec4(color);\n"
1837 "#endif // FRAGMENT_SHADER\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1863 =========================================================================================================================================================
1867 =========================================================================================================================================================
1871 =========================================================================================================================================================
1875 =========================================================================================================================================================
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1918 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 " Depth = gl_Position.z;\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1930 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 " float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 " temp.yz -= floor(temp.yz);\n"
1933 " gl_FragColor = float4(temp,0);\n"
1934 "// gl_FragColor = float4(Depth,0,0,0);\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1952 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1964 " gl_FragColor = gl_FrontColor;\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1974 "#ifdef VERTEX_SHADER\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1986 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1989 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2022 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2024 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2026 "#ifdef USEVIEWTINT\n"
2027 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// 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"
2033 " float sobel = 1.0;\n"
2034 " // float2 ts = textureSize(Texture_First, 0);\n"
2035 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 " float2 px = PixelSize;\n"
2037 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
2039 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
2042 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
2045 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
2048 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2066 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2067 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2071 "#ifdef USESATURATION\n"
2072 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2085 "#else // !MODE_POSTPROCESS\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2106 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2108 " gl_FrontColor = gl_Color; // Cg is forward\n"
2110 "#ifdef USEDIFFUSE\n"
2111 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2113 "#ifdef USESPECULAR\n"
2114 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2116 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2133 "out float4 gl_FragColor : COLOR\n"
2136 " gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2141 "#ifdef USESPECULAR\n"
2142 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 " gl_FragColor *= tex2;\n"
2147 " gl_FragColor += tex2;\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2155 "#else // !MODE_GENERIC\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2171 " TexCoord = gl_MultiTexCoord0.xy;\n"
2172 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2187 " float2 tc = TexCoord;\n"
2188 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 " tc += BloomBlur_Parameters.xy;\n"
2190 " for (i = 1;i < SAMPLES;i++)\n"
2192 " color += tex2D(Texture_First, tc).rgb;\n"
2193 " tc += BloomBlur_Parameters.xy;\n"
2195 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2214 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 " ModelViewProjectionPosition = gl_Position;\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2236 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2238 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 " // FIXME temporary hack to detect the case that the reflection\n"
2241 " // gets blackened at edges due to leaving the area that contains actual\n"
2243 " // Remove this 'ack once we have a better way to stop this thing from\n"
2245 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2253 "#else // !MODE_REFRACTION\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2277 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 " ModelViewProjectionPosition = gl_Position;\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2306 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2311 " // FIXME temporary hack to detect the case that the reflection\n"
2312 " // gets blackened at edges due to leaving the area that contains actual\n"
2314 " // Remove this 'ack once we have a better way to stop this thing from\n"
2316 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2330 "#else // !MODE_WATER\n"
2335 "// 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"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 " fogfrac = fogheightpixel.a;\n"
2347 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2352 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2354 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 " // 14 sample relief mapping: linear search and then binary search\n"
2364 " // this basically steps forward a small amount repeatedly until it finds\n"
2365 " // itself inside solid, then jitters forward and back using decreasing\n"
2366 " // amounts to find the impact\n"
2367 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 " float3 RT = float3(TexCoord, 1);\n"
2371 " OffsetVector *= 0.1;\n"
2372 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2382 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2383 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2384 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2385 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2388 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 " // this basically moves forward the full distance, and then backs up based\n"
2390 " // on height of samples\n"
2391 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 " TexCoord += OffsetVector;\n"
2395 " OffsetVector *= 0.333;\n"
2396 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 " return TexCoord;\n"
2402 "#endif // USEOFFSETMAPPING\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2409 "# ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2412 " float3 adir = abs(dir);\n"
2413 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2420 " float3 adir = abs(dir);\n"
2421 " float ma = adir.z;\n"
2422 " float4 proj = float4(dir, 2.5);\n"
2423 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2426 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2428 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2439 " float3 adir = abs(dir);\n"
2440 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2454 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2457 "# ifdef USESHADOWSAMPLER\n"
2459 "# ifdef USESHADOWMAPPCF\n"
2460 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2463 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2468 "# ifdef USESHADOWMAPPCF\n"
2469 "# if USESHADOWMAPPCF > 1\n"
2470 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 " 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"
2473 " 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"
2474 " 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"
2475 " 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"
2476 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2479 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 " float2 offset = frac(shadowmaptc.xy);\n"
2481 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2483 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2484 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2488 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2492 "# ifdef USESHADOWMAPORTHO\n"
2493 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2510 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2514 "# ifdef USESHADOWSAMPLER\n"
2515 "# ifdef USESHADOWMAPPCF\n"
2516 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2517 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2520 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2523 "# ifdef USESHADOWMAPPCF\n"
2524 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "# ifdef GL_ARB_texture_gather\n"
2526 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2528 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2530 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "# if USESHADOWMAPPCF > 1\n"
2532 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2536 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2537 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2538 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2539 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2540 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2541 " float4 locols = float4(group1.ab, group3.ab);\n"
2542 " float4 hicols = float4(group7.rg, group9.rg);\n"
2543 " locols.yz += group2.ab;\n"
2544 " hicols.yz += group8.rg;\n"
2545 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 " lerp(locols, hicols, offset.y);\n"
2548 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 " f = dot(cols, float4(1.0/25.0));\n"
2552 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2555 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2556 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2561 "# ifdef GL_EXT_gpu_shader4\n"
2562 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2564 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2566 "# if USESHADOWMAPPCF > 1\n"
2567 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 " center *= ShadowMap_TextureScale;\n"
2569 " 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"
2570 " 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"
2571 " 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"
2572 " 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"
2573 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2576 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2579 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2580 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2585 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2588 "# ifdef USESHADOWMAPORTHO\n"
2589 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2599 " // apply depth texture cubemap as light filter\n"
2600 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2605 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2648 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2651 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2653 " gl_FrontColor = gl_Color; // Cg is forward\n"
2655 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2658 " // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2666 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2671 "#endif // VERTEX_SHADER\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2697 " float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 " // apply offsetmapping\n"
2700 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2704 "#ifdef USEALPHAKILL\n"
2705 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2720 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2724 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2743 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2746 "#endif // VERTEX_SHADER\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2752 "float2 Pixel : VPOS,\n"
2754 "float2 Pixel : WPOS,\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2812 " // calculate viewspace pixel position\n"
2813 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 " float3 position;\n"
2816 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 " // decode viewspace pixel normal\n"
2819 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 " // surfacenormal = pixel normal in viewspace\n"
2822 " // LightVector = pixel to light in viewspace\n"
2823 " // CubeVector = position in lightspace\n"
2824 " // eyevector = pixel to view in viewspace\n"
2825 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 " // calculate diffuse shading\n"
2829 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2832 "#ifdef USESPECULAR\n"
2833 " // calculate directional shading\n"
2834 " float3 eyevector = position * -1.0;\n"
2835 "# ifdef USEEXACTSPECULARMATH\n"
2836 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2838 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 " fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2861 "#ifdef USEDIFFUSE\n"
2862 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2864 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2866 "#ifdef USESPECULAR\n"
2867 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2869 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2872 "# ifdef USECUBEFILTER\n"
2873 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 " gl_FragData0.rgb *= cubecolor;\n"
2875 " gl_FragData1.rgb *= cubecolor;\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2884 "#ifdef VERTEX_SHADER\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2948 "out float4 gl_Position : POSITION\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2953 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2955 " gl_FrontColor = gl_Color; // Cg is forward\n"
2958 " // copy the surface texcoord\n"
2959 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2963 "#ifdef USELIGHTMAP\n"
2964 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 " // transform vertex position into light attenuation/cubemap space\n"
2969 " // (-1 to +1 across the light box)\n"
2970 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2972 "# ifdef USEDIFFUSE\n"
2973 " // transform unnormalized light direction into tangent space\n"
2974 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 " // normalize it per pixel)\n"
2976 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2989 " // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2998 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 " VectorS = gl_MultiTexCoord1.xyz;\n"
3004 " VectorT = gl_MultiTexCoord2.xyz;\n"
3005 " VectorR = gl_MultiTexCoord3.xyz;\n"
3008 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3015 "#ifdef USEREFLECTION\n"
3016 " ModelViewProjectionPosition = gl_Position;\n"
3019 "#endif // VERTEX_SHADER\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3029 "float2 Pixel : VPOS,\n"
3031 "float2 Pixel : WPOS,\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3198 "out float4 gl_FragColor : COLOR\n"
3201 " float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 " // apply offsetmapping\n"
3207 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3211 " // combine the diffuse textures (base, pants, shirt)\n"
3212 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 " if (color.a < 0.5)\n"
3217 " color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3227 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3230 " // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3234 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3237 " // get the material colors\n"
3238 " half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3243 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 " // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 " half3 lightnormal = half3(normalize(LightVector));\n"
3261 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3267 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3270 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3273 " color.rgb = diffusetex * Color_Ambient;\n"
3275 " color.rgb *= LightColor;\n"
3276 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 " color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3295 "# ifdef USECUBEFILTER\n"
3296 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3306 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "// color.r = half(shadowmaptc.z);\n"
3317 "// color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3325 "#ifdef USEDIFFUSE\n"
3326 " half3 lightnormal = half3(normalize(LightVector));\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3332 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 " // convert modelspace light vector to tangentspace\n"
3336 " half3 lightnormal;\n"
3337 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3353 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 " color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3375 "# ifdef USEDIFFUSE\n"
3376 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "# ifdef USESPECULAR\n"
3378 "# ifdef USEEXACTSPECULARMATH\n"
3379 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3381 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3384 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3386 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3389 " color.rgb = diffusetex * Color_Ambient;\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3414 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3419 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3422 " // 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"
3423 "#ifdef USEREFLECTION\n"
3424 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 " // FIXME temporary hack to detect the case that the reflection\n"
3429 " // gets blackened at edges due to leaving the area that contains actual\n"
3431 " // Remove this 'ack once we have a better way to stop this thing from\n"
3433 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3441 " gl_FragColor = float4(color);\n"
3443 "#endif // FRAGMENT_SHADER\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3460 //=======================================================================================================================================================
3462 typedef struct shaderpermutationinfo_s
3464 const char *pretext;
3467 shaderpermutationinfo_t;
3469 typedef struct shadermodeinfo_s
3471 const char *vertexfilename;
3472 const char *geometryfilename;
3473 const char *fragmentfilename;
3474 const char *pretext;
3479 typedef enum shaderpermutation_e
3481 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3513 shaderpermutation_t;
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3518 {"#define USEDIFFUSE\n", " diffuse"},
3519 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520 {"#define USEVIEWTINT\n", " viewtint"},
3521 {"#define USECOLORMAPPING\n", " colormapping"},
3522 {"#define USESATURATION\n", " saturation"},
3523 {"#define USEFOGINSIDE\n", " foginside"},
3524 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526 {"#define USEGAMMARAMPS\n", " gammaramps"},
3527 {"#define USECUBEFILTER\n", " cubefilter"},
3528 {"#define USEGLOW\n", " glow"},
3529 {"#define USEBLOOM\n", " bloom"},
3530 {"#define USESPECULAR\n", " specular"},
3531 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533 {"#define USEREFLECTION\n", " reflection"},
3534 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545 {"#define USEALPHAKILL\n", " alphakill"},
3546 {"#define USEREFLECTCUBE\n", " reflectcube"},
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3552 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3574 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3594 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3615 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3636 /// hash lookup data
3637 struct r_glsl_permutation_s *hashnext;
3639 unsigned int permutation;
3641 /// indicates if we have tried compiling this permutation already
3643 /// 0 if compilation failed
3645 /// locations of detected uniforms in program object, or -1 if not found
3646 int loc_Texture_First;
3647 int loc_Texture_Second;
3648 int loc_Texture_GammaRamps;
3649 int loc_Texture_Normal;
3650 int loc_Texture_Color;
3651 int loc_Texture_Gloss;
3652 int loc_Texture_Glow;
3653 int loc_Texture_SecondaryNormal;
3654 int loc_Texture_SecondaryColor;
3655 int loc_Texture_SecondaryGloss;
3656 int loc_Texture_SecondaryGlow;
3657 int loc_Texture_Pants;
3658 int loc_Texture_Shirt;
3659 int loc_Texture_FogHeightTexture;
3660 int loc_Texture_FogMask;
3661 int loc_Texture_Lightmap;
3662 int loc_Texture_Deluxemap;
3663 int loc_Texture_Attenuation;
3664 int loc_Texture_Cube;
3665 int loc_Texture_Refraction;
3666 int loc_Texture_Reflection;
3667 int loc_Texture_ShadowMapRect;
3668 int loc_Texture_ShadowMapCube;
3669 int loc_Texture_ShadowMap2D;
3670 int loc_Texture_CubeProjection;
3671 int loc_Texture_ScreenDepth;
3672 int loc_Texture_ScreenNormalMap;
3673 int loc_Texture_ScreenDiffuse;
3674 int loc_Texture_ScreenSpecular;
3675 int loc_Texture_ReflectMask;
3676 int loc_Texture_ReflectCube;
3678 int loc_BloomBlur_Parameters;
3680 int loc_Color_Ambient;
3681 int loc_Color_Diffuse;
3682 int loc_Color_Specular;
3684 int loc_Color_Pants;
3685 int loc_Color_Shirt;
3686 int loc_DeferredColor_Ambient;
3687 int loc_DeferredColor_Diffuse;
3688 int loc_DeferredColor_Specular;
3689 int loc_DeferredMod_Diffuse;
3690 int loc_DeferredMod_Specular;
3691 int loc_DistortScaleRefractReflect;
3692 int loc_EyePosition;
3694 int loc_FogHeightFade;
3696 int loc_FogPlaneViewDist;
3697 int loc_FogRangeRecip;
3700 int loc_LightPosition;
3701 int loc_OffsetMapping_Scale;
3703 int loc_ReflectColor;
3704 int loc_ReflectFactor;
3705 int loc_ReflectOffset;
3706 int loc_RefractColor;
3708 int loc_ScreenCenterRefractReflect;
3709 int loc_ScreenScaleRefractReflect;
3710 int loc_ScreenToDepth;
3711 int loc_ShadowMap_Parameters;
3712 int loc_ShadowMap_TextureScale;
3713 int loc_SpecularPower;
3718 int loc_ViewTintColor;
3719 int loc_ViewToLight;
3720 int loc_ModelToLight;
3722 int loc_BackgroundTexMatrix;
3723 int loc_ModelViewProjectionMatrix;
3724 int loc_ModelViewMatrix;
3725 int loc_PixelToScreenTexCoord;
3726 int loc_ModelToReflectCube;
3727 int loc_ShadowMapMatrix;
3728 int loc_BloomColorSubtract;
3730 r_glsl_permutation_t;
3732 #define SHADERPERMUTATION_HASHSIZE 256
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3743 //unsigned int hashdepth = 0;
3744 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745 r_glsl_permutation_t *p;
3746 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3748 if (p->mode == mode && p->permutation == permutation)
3750 //if (hashdepth > 10)
3751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3756 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3758 p->permutation = permutation;
3759 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760 r_glsl_permutationhash[mode][hashindex] = p;
3761 //if (hashdepth > 10)
3762 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3769 if (!filename || !filename[0])
3771 if (!strcmp(filename, "glsl/default.glsl"))
3773 if (!glslshaderstring)
3775 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776 if (glslshaderstring)
3777 Con_DPrintf("Loading shaders from file %s...\n", filename);
3779 glslshaderstring = (char *)builtinshaderstring;
3781 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783 return shaderstring;
3785 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3788 if (printfromdisknotice)
3789 Con_DPrintf("from disk %s... ", filename);
3790 return shaderstring;
3792 return shaderstring;
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3798 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799 int vertstrings_count = 0;
3800 int geomstrings_count = 0;
3801 int fragstrings_count = 0;
3802 char *vertexstring, *geometrystring, *fragmentstring;
3803 const char *vertstrings_list[32+3];
3804 const char *geomstrings_list[32+3];
3805 const char *fragstrings_list[32+3];
3806 char permutationname[256];
3813 permutationname[0] = 0;
3814 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 // compile the shader program
3865 if (vertstrings_count + geomstrings_count + fragstrings_count)
3866 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3870 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871 // look up all the uniform variable names we care about, so we don't
3872 // have to look them up every time we set them
3874 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3875 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3876 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3879 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3906 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3908 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3911 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3912 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3913 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3921 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3922 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3924 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3927 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3928 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3929 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3931 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3932 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3935 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3936 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3942 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3943 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3944 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3945 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3946 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3948 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3949 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3950 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957 // initialize the samplers to refer to the texture units we use
3958 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3959 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3960 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3961 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3962 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3963 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3964 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3965 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3969 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3970 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3971 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3973 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3974 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3975 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3976 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3977 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3978 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3979 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3981 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3984 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3986 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3988 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3990 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3993 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3997 Mem_Free(vertexstring);
3999 Mem_Free(geometrystring);
4001 Mem_Free(fragmentstring);
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4006 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007 if (r_glsl_permutation != perm)
4009 r_glsl_permutation = perm;
4010 if (!r_glsl_permutation->program)
4012 if (!r_glsl_permutation->compiled)
4013 R_GLSL_CompilePermutation(perm, mode, permutation);
4014 if (!r_glsl_permutation->program)
4016 // remove features until we find a valid permutation
4018 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020 // reduce i more quickly whenever it would not remove any bits
4021 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022 if (!(permutation & j))
4025 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026 if (!r_glsl_permutation->compiled)
4027 R_GLSL_CompilePermutation(perm, mode, permutation);
4028 if (r_glsl_permutation->program)
4031 if (i >= SHADERPERMUTATION_COUNT)
4033 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035 qglUseProgramObjectARB(0);CHECKGLERROR
4036 return; // no bit left to clear, entire mode is broken
4041 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4043 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4053 /// hash lookup data
4054 struct r_cg_permutation_s *hashnext;
4056 unsigned int permutation;
4058 /// indicates if we have tried compiling this permutation already
4060 /// 0 if compilation failed
4063 /// locations of detected parameters in programs, or NULL if not found
4064 CGparameter vp_EyePosition;
4065 CGparameter vp_FogPlane;
4066 CGparameter vp_LightDir;
4067 CGparameter vp_LightPosition;
4068 CGparameter vp_ModelToLight;
4069 CGparameter vp_TexMatrix;
4070 CGparameter vp_BackgroundTexMatrix;
4071 CGparameter vp_ModelViewProjectionMatrix;
4072 CGparameter vp_ModelViewMatrix;
4073 CGparameter vp_ShadowMapMatrix;
4075 CGparameter fp_Texture_First;
4076 CGparameter fp_Texture_Second;
4077 CGparameter fp_Texture_GammaRamps;
4078 CGparameter fp_Texture_Normal;
4079 CGparameter fp_Texture_Color;
4080 CGparameter fp_Texture_Gloss;
4081 CGparameter fp_Texture_Glow;
4082 CGparameter fp_Texture_SecondaryNormal;
4083 CGparameter fp_Texture_SecondaryColor;
4084 CGparameter fp_Texture_SecondaryGloss;
4085 CGparameter fp_Texture_SecondaryGlow;
4086 CGparameter fp_Texture_Pants;
4087 CGparameter fp_Texture_Shirt;
4088 CGparameter fp_Texture_FogHeightTexture;
4089 CGparameter fp_Texture_FogMask;
4090 CGparameter fp_Texture_Lightmap;
4091 CGparameter fp_Texture_Deluxemap;
4092 CGparameter fp_Texture_Attenuation;
4093 CGparameter fp_Texture_Cube;
4094 CGparameter fp_Texture_Refraction;
4095 CGparameter fp_Texture_Reflection;
4096 CGparameter fp_Texture_ShadowMapRect;
4097 CGparameter fp_Texture_ShadowMapCube;
4098 CGparameter fp_Texture_ShadowMap2D;
4099 CGparameter fp_Texture_CubeProjection;
4100 CGparameter fp_Texture_ScreenDepth;
4101 CGparameter fp_Texture_ScreenNormalMap;
4102 CGparameter fp_Texture_ScreenDiffuse;
4103 CGparameter fp_Texture_ScreenSpecular;
4104 CGparameter fp_Texture_ReflectMask;
4105 CGparameter fp_Texture_ReflectCube;
4106 CGparameter fp_Alpha;
4107 CGparameter fp_BloomBlur_Parameters;
4108 CGparameter fp_ClientTime;
4109 CGparameter fp_Color_Ambient;
4110 CGparameter fp_Color_Diffuse;
4111 CGparameter fp_Color_Specular;
4112 CGparameter fp_Color_Glow;
4113 CGparameter fp_Color_Pants;
4114 CGparameter fp_Color_Shirt;
4115 CGparameter fp_DeferredColor_Ambient;
4116 CGparameter fp_DeferredColor_Diffuse;
4117 CGparameter fp_DeferredColor_Specular;
4118 CGparameter fp_DeferredMod_Diffuse;
4119 CGparameter fp_DeferredMod_Specular;
4120 CGparameter fp_DistortScaleRefractReflect;
4121 CGparameter fp_EyePosition;
4122 CGparameter fp_FogColor;
4123 CGparameter fp_FogHeightFade;
4124 CGparameter fp_FogPlane;
4125 CGparameter fp_FogPlaneViewDist;
4126 CGparameter fp_FogRangeRecip;
4127 CGparameter fp_LightColor;
4128 CGparameter fp_LightDir;
4129 CGparameter fp_LightPosition;
4130 CGparameter fp_OffsetMapping_Scale;
4131 CGparameter fp_PixelSize;
4132 CGparameter fp_ReflectColor;
4133 CGparameter fp_ReflectFactor;
4134 CGparameter fp_ReflectOffset;
4135 CGparameter fp_RefractColor;
4136 CGparameter fp_Saturation;
4137 CGparameter fp_ScreenCenterRefractReflect;
4138 CGparameter fp_ScreenScaleRefractReflect;
4139 CGparameter fp_ScreenToDepth;
4140 CGparameter fp_ShadowMap_Parameters;
4141 CGparameter fp_ShadowMap_TextureScale;
4142 CGparameter fp_SpecularPower;
4143 CGparameter fp_UserVec1;
4144 CGparameter fp_UserVec2;
4145 CGparameter fp_UserVec3;
4146 CGparameter fp_UserVec4;
4147 CGparameter fp_ViewTintColor;
4148 CGparameter fp_ViewToLight;
4149 CGparameter fp_PixelToScreenTexCoord;
4150 CGparameter fp_ModelToReflectCube;
4151 CGparameter fp_BloomColorSubtract;
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4162 #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));}}
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4166 //unsigned int hashdepth = 0;
4167 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168 r_cg_permutation_t *p;
4169 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4171 if (p->mode == mode && p->permutation == permutation)
4173 //if (hashdepth > 10)
4174 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4179 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4181 p->permutation = permutation;
4182 p->hashnext = r_cg_permutationhash[mode][hashindex];
4183 r_cg_permutationhash[mode][hashindex] = p;
4184 //if (hashdepth > 10)
4185 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4192 if (!filename || !filename[0])
4194 if (!strcmp(filename, "cg/default.cg"))
4196 if (!cgshaderstring)
4198 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4200 Con_DPrintf("Loading shaders from file %s...\n", filename);
4202 cgshaderstring = (char *)builtincgshaderstring;
4204 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206 return shaderstring;
4208 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4211 if (printfromdisknotice)
4212 Con_DPrintf("from disk %s... ", filename);
4213 return shaderstring;
4215 return shaderstring;
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4220 // TODO: load or create .fp and .vp shader files
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4226 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227 int vertstrings_count = 0, vertstring_length = 0;
4228 int geomstrings_count = 0, geomstring_length = 0;
4229 int fragstrings_count = 0, fragstring_length = 0;
4231 char *vertexstring, *geometrystring, *fragmentstring;
4232 char *vertstring, *geomstring, *fragstring;
4233 const char *vertstrings_list[32+3];
4234 const char *geomstrings_list[32+3];
4235 const char *fragstrings_list[32+3];
4236 char permutationname[256];
4237 char cachename[256];
4238 CGprofile vertexProfile;
4239 CGprofile fragmentProfile;
4247 permutationname[0] = 0;
4249 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4250 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4253 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254 strlcat(cachename, "cg/", sizeof(cachename));
4256 // the first pretext is which type of shader to compile as
4257 // (later these will all be bound together as a program object)
4258 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4262 // the second pretext is the mode (for example a light source)
4263 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267 strlcat(cachename, modeinfo->name, sizeof(cachename));
4269 // now add all the permutation pretexts
4270 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4272 if (permutation & (1<<i))
4274 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4282 // keep line numbers correct
4283 vertstrings_list[vertstrings_count++] = "\n";
4284 geomstrings_list[geomstrings_count++] = "\n";
4285 fragstrings_list[fragstrings_count++] = "\n";
4289 // replace spaces in the cachename with _ characters
4290 for (i = 0;cachename[i];i++)
4291 if (cachename[i] == ' ')
4294 // now append the shader text itself
4295 vertstrings_list[vertstrings_count++] = vertexstring;
4296 geomstrings_list[geomstrings_count++] = geometrystring;
4297 fragstrings_list[fragstrings_count++] = fragmentstring;
4299 // if any sources were NULL, clear the respective list
4301 vertstrings_count = 0;
4302 if (!geometrystring)
4303 geomstrings_count = 0;
4304 if (!fragmentstring)
4305 fragstrings_count = 0;
4307 vertstring_length = 0;
4308 for (i = 0;i < vertstrings_count;i++)
4309 vertstring_length += strlen(vertstrings_list[i]);
4310 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4314 geomstring_length = 0;
4315 for (i = 0;i < geomstrings_count;i++)
4316 geomstring_length += strlen(geomstrings_list[i]);
4317 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4321 fragstring_length = 0;
4322 for (i = 0;i < fragstrings_count;i++)
4323 fragstring_length += strlen(fragstrings_list[i]);
4324 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4330 //vertexProfile = CG_PROFILE_ARBVP1;
4331 //fragmentProfile = CG_PROFILE_ARBFP1;
4332 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4339 // try to load the cached shader, or generate one
4340 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4342 // if caching failed, do a dynamic compile for now
4344 if (vertstring[0] && !p->vprogram)
4345 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4347 if (fragstring[0] && !p->fprogram)
4348 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4351 // look up all the uniform variable names we care about, so we don't
4352 // have to look them up every time we set them
4356 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4359 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4360 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4361 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4362 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4373 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4376 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4407 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4409 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4422 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4423 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4425 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4428 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4429 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4430 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4432 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4436 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4437 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4444 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4445 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4446 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4447 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4455 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4458 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4462 Mem_Free(vertstring);
4464 Mem_Free(geomstring);
4466 Mem_Free(fragstring);
4468 Mem_Free(vertexstring);
4470 Mem_Free(geometrystring);
4472 Mem_Free(fragmentstring);
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4477 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4480 if (r_cg_permutation != perm)
4482 r_cg_permutation = perm;
4483 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4485 if (!r_cg_permutation->compiled)
4486 R_CG_CompilePermutation(perm, mode, permutation);
4487 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4489 // remove features until we find a valid permutation
4491 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4493 // reduce i more quickly whenever it would not remove any bits
4494 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495 if (!(permutation & j))
4498 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499 if (!r_cg_permutation->compiled)
4500 R_CG_CompilePermutation(perm, mode, permutation);
4501 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4504 if (i >= SHADERPERMUTATION_COUNT)
4506 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508 return; // no bit left to clear, entire mode is broken
4514 if (r_cg_permutation->vprogram)
4516 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4522 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4525 if (r_cg_permutation->fprogram)
4527 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4533 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4538 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4545 cgGLSetTextureParameter(param, R_GetTexture(tex));
4546 cgGLEnableTextureParameter(param);
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4561 /// hash lookup data
4562 struct r_hlsl_permutation_s *hashnext;
4564 unsigned int permutation;
4566 /// indicates if we have tried compiling this permutation already
4568 /// NULL if compilation failed
4569 IDirect3DVertexShader9 *vertexshader;
4570 IDirect3DPixelShader9 *pixelshader;
4572 r_hlsl_permutation_t;
4574 typedef enum D3DVSREGISTER_e
4576 D3DVSREGISTER_TexMatrix = 0, // float4x4
4577 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581 D3DVSREGISTER_ModelToLight = 20, // float4x4
4582 D3DVSREGISTER_EyePosition = 24,
4583 D3DVSREGISTER_FogPlane = 25,
4584 D3DVSREGISTER_LightDir = 26,
4585 D3DVSREGISTER_LightPosition = 27,
4589 typedef enum D3DPSREGISTER_e
4591 D3DPSREGISTER_Alpha = 0,
4592 D3DPSREGISTER_BloomBlur_Parameters = 1,
4593 D3DPSREGISTER_ClientTime = 2,
4594 D3DPSREGISTER_Color_Ambient = 3,
4595 D3DPSREGISTER_Color_Diffuse = 4,
4596 D3DPSREGISTER_Color_Specular = 5,
4597 D3DPSREGISTER_Color_Glow = 6,
4598 D3DPSREGISTER_Color_Pants = 7,
4599 D3DPSREGISTER_Color_Shirt = 8,
4600 D3DPSREGISTER_DeferredColor_Ambient = 9,
4601 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602 D3DPSREGISTER_DeferredColor_Specular = 11,
4603 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604 D3DPSREGISTER_DeferredMod_Specular = 13,
4605 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606 D3DPSREGISTER_EyePosition = 15, // unused
4607 D3DPSREGISTER_FogColor = 16,
4608 D3DPSREGISTER_FogHeightFade = 17,
4609 D3DPSREGISTER_FogPlane = 18,
4610 D3DPSREGISTER_FogPlaneViewDist = 19,
4611 D3DPSREGISTER_FogRangeRecip = 20,
4612 D3DPSREGISTER_LightColor = 21,
4613 D3DPSREGISTER_LightDir = 22, // unused
4614 D3DPSREGISTER_LightPosition = 23,
4615 D3DPSREGISTER_OffsetMapping_Scale = 24,
4616 D3DPSREGISTER_PixelSize = 25,
4617 D3DPSREGISTER_ReflectColor = 26,
4618 D3DPSREGISTER_ReflectFactor = 27,
4619 D3DPSREGISTER_ReflectOffset = 28,
4620 D3DPSREGISTER_RefractColor = 29,
4621 D3DPSREGISTER_Saturation = 30,
4622 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624 D3DPSREGISTER_ScreenToDepth = 33,
4625 D3DPSREGISTER_ShadowMap_Parameters = 34,
4626 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627 D3DPSREGISTER_SpecularPower = 36,
4628 D3DPSREGISTER_UserVec1 = 37,
4629 D3DPSREGISTER_UserVec2 = 38,
4630 D3DPSREGISTER_UserVec3 = 39,
4631 D3DPSREGISTER_UserVec4 = 40,
4632 D3DPSREGISTER_ViewTintColor = 41,
4633 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634 D3DPSREGISTER_BloomColorSubtract = 43,
4635 D3DPSREGISTER_ViewToLight = 44, // float4x4
4636 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4650 //unsigned int hashdepth = 0;
4651 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652 r_hlsl_permutation_t *p;
4653 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4655 if (p->mode == mode && p->permutation == permutation)
4657 //if (hashdepth > 10)
4658 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4663 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4665 p->permutation = permutation;
4666 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667 r_hlsl_permutationhash[mode][hashindex] = p;
4668 //if (hashdepth > 10)
4669 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4676 if (!filename || !filename[0])
4678 if (!strcmp(filename, "hlsl/default.hlsl"))
4680 if (!hlslshaderstring)
4682 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683 if (hlslshaderstring)
4684 Con_DPrintf("Loading shaders from file %s...\n", filename);
4686 hlslshaderstring = (char *)builtincgshaderstring;
4688 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690 return shaderstring;
4692 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4695 if (printfromdisknotice)
4696 Con_DPrintf("from disk %s... ", filename);
4697 return shaderstring;
4699 return shaderstring;
4703 //#include <d3dx9shader.h>
4704 //#include <d3dx9mesh.h>
4706 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4708 DWORD *vsbin = NULL;
4709 DWORD *psbin = NULL;
4710 fs_offset_t vsbinsize;
4711 fs_offset_t psbinsize;
4712 // IDirect3DVertexShader9 *vs = NULL;
4713 // IDirect3DPixelShader9 *ps = NULL;
4714 ID3DXBuffer *vslog = NULL;
4715 ID3DXBuffer *vsbuffer = NULL;
4716 ID3DXConstantTable *vsconstanttable = NULL;
4717 ID3DXBuffer *pslog = NULL;
4718 ID3DXBuffer *psbuffer = NULL;
4719 ID3DXConstantTable *psconstanttable = NULL;
4722 char temp[MAX_INPUTLINE];
4723 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4724 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4725 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4726 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4727 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4728 if ((!vsbin && vertstring) || (!psbin && fragstring))
4730 const char* dllnames_d3dx9 [] =
4754 dllhandle_t d3dx9_dll = NULL;
4755 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4756 dllfunction_t d3dx9_dllfuncs[] =
4758 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4761 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4763 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4764 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4765 if (vertstring && vertstring[0])
4767 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4770 vsbinsize = vsbuffer->GetBufferSize();
4771 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4772 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4773 vsbuffer->Release();
4777 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4778 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4782 if (fragstring && fragstring[0])
4784 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4787 psbinsize = psbuffer->GetBufferSize();
4788 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4789 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4790 psbuffer->Release();
4794 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4795 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4799 Sys_UnloadLibrary(&d3dx9_dll);
4802 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4806 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4807 if (FAILED(vsresult))
4808 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4812 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4813 if (FAILED(psresult))
4814 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4816 // free the shader data
4817 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4818 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4821 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4824 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4825 int vertstrings_count = 0, vertstring_length = 0;
4826 int geomstrings_count = 0, geomstring_length = 0;
4827 int fragstrings_count = 0, fragstring_length = 0;
4829 char *vertexstring, *geometrystring, *fragmentstring;
4830 char *vertstring, *geomstring, *fragstring;
4831 const char *vertstrings_list[32+3];
4832 const char *geomstrings_list[32+3];
4833 const char *fragstrings_list[32+3];
4834 char permutationname[256];
4835 char cachename[256];
4840 p->vertexshader = NULL;
4841 p->pixelshader = NULL;
4843 permutationname[0] = 0;
4845 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4846 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4847 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4849 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4850 strlcat(cachename, "hlsl/", sizeof(cachename));
4852 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4853 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4854 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4855 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4857 // the first pretext is which type of shader to compile as
4858 // (later these will all be bound together as a program object)
4859 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4860 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4861 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4863 // the second pretext is the mode (for example a light source)
4864 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4865 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4866 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4867 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4868 strlcat(cachename, modeinfo->name, sizeof(cachename));
4870 // now add all the permutation pretexts
4871 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4873 if (permutation & (1<<i))
4875 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4876 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4877 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4878 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4879 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4883 // keep line numbers correct
4884 vertstrings_list[vertstrings_count++] = "\n";
4885 geomstrings_list[geomstrings_count++] = "\n";
4886 fragstrings_list[fragstrings_count++] = "\n";
4890 // replace spaces in the cachename with _ characters
4891 for (i = 0;cachename[i];i++)
4892 if (cachename[i] == ' ')
4895 // now append the shader text itself
4896 vertstrings_list[vertstrings_count++] = vertexstring;
4897 geomstrings_list[geomstrings_count++] = geometrystring;
4898 fragstrings_list[fragstrings_count++] = fragmentstring;
4900 // if any sources were NULL, clear the respective list
4902 vertstrings_count = 0;
4903 if (!geometrystring)
4904 geomstrings_count = 0;
4905 if (!fragmentstring)
4906 fragstrings_count = 0;
4908 vertstring_length = 0;
4909 for (i = 0;i < vertstrings_count;i++)
4910 vertstring_length += strlen(vertstrings_list[i]);
4911 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4912 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4913 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4915 geomstring_length = 0;
4916 for (i = 0;i < geomstrings_count;i++)
4917 geomstring_length += strlen(geomstrings_list[i]);
4918 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4919 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4920 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4922 fragstring_length = 0;
4923 for (i = 0;i < fragstrings_count;i++)
4924 fragstring_length += strlen(fragstrings_list[i]);
4925 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4926 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4927 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4929 // try to load the cached shader, or generate one
4930 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4932 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4933 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4935 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4939 Mem_Free(vertstring);
4941 Mem_Free(geomstring);
4943 Mem_Free(fragstring);
4945 Mem_Free(vertexstring);
4947 Mem_Free(geometrystring);
4949 Mem_Free(fragmentstring);
4952 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4953 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4954 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4955 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4956 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4957 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4959 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4960 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4961 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4962 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4963 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4964 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4966 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4968 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4969 if (r_hlsl_permutation != perm)
4971 r_hlsl_permutation = perm;
4972 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4974 if (!r_hlsl_permutation->compiled)
4975 R_HLSL_CompilePermutation(perm, mode, permutation);
4976 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4978 // remove features until we find a valid permutation
4980 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4982 // reduce i more quickly whenever it would not remove any bits
4983 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4984 if (!(permutation & j))
4987 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4988 if (!r_hlsl_permutation->compiled)
4989 R_HLSL_CompilePermutation(perm, mode, permutation);
4990 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4993 if (i >= SHADERPERMUTATION_COUNT)
4995 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4996 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4997 return; // no bit left to clear, entire mode is broken
5001 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
5002 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
5004 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5005 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5006 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
5010 void R_GLSL_Restart_f(void)
5012 unsigned int i, limit;
5013 if (glslshaderstring && glslshaderstring != builtinshaderstring)
5014 Mem_Free(glslshaderstring);
5015 glslshaderstring = NULL;
5016 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5017 Mem_Free(cgshaderstring);
5018 cgshaderstring = NULL;
5019 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5020 Mem_Free(hlslshaderstring);
5021 hlslshaderstring = NULL;
5022 switch(vid.renderpath)
5024 case RENDERPATH_D3D9:
5027 r_hlsl_permutation_t *p;
5028 r_hlsl_permutation = NULL;
5029 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5030 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5031 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5032 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5033 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5034 for (i = 0;i < limit;i++)
5036 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5038 if (p->vertexshader)
5039 IDirect3DVertexShader9_Release(p->vertexshader);
5041 IDirect3DPixelShader9_Release(p->pixelshader);
5042 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5049 case RENDERPATH_D3D10:
5050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5052 case RENDERPATH_D3D11:
5053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5055 case RENDERPATH_GL20:
5057 r_glsl_permutation_t *p;
5058 r_glsl_permutation = NULL;
5059 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5060 for (i = 0;i < limit;i++)
5062 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5064 GL_Backend_FreeProgram(p->program);
5065 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5068 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5071 case RENDERPATH_CGGL:
5074 r_cg_permutation_t *p;
5075 r_cg_permutation = NULL;
5076 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5077 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5078 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5079 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5080 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5081 for (i = 0;i < limit;i++)
5083 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5086 cgDestroyProgram(p->vprogram);
5088 cgDestroyProgram(p->fprogram);
5089 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5092 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5096 case RENDERPATH_GL13:
5097 case RENDERPATH_GL11:
5102 void R_GLSL_DumpShader_f(void)
5107 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5110 FS_Print(file, "/* The engine may define the following macros:\n");
5111 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5112 for (i = 0;i < SHADERMODE_COUNT;i++)
5113 FS_Print(file, glslshadermodeinfo[i].pretext);
5114 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5115 FS_Print(file, shaderpermutationinfo[i].pretext);
5116 FS_Print(file, "*/\n");
5117 FS_Print(file, builtinshaderstring);
5119 Con_Printf("glsl/default.glsl written\n");
5122 Con_Printf("failed to write to glsl/default.glsl\n");
5125 file = FS_OpenRealFile("cg/default.cg", "w", false);
5128 FS_Print(file, "/* The engine may define the following macros:\n");
5129 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5130 for (i = 0;i < SHADERMODE_COUNT;i++)
5131 FS_Print(file, cgshadermodeinfo[i].pretext);
5132 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5133 FS_Print(file, shaderpermutationinfo[i].pretext);
5134 FS_Print(file, "*/\n");
5135 FS_Print(file, builtincgshaderstring);
5137 Con_Printf("cg/default.cg written\n");
5140 Con_Printf("failed to write to cg/default.cg\n");
5144 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5147 FS_Print(file, "/* The engine may define the following macros:\n");
5148 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5149 for (i = 0;i < SHADERMODE_COUNT;i++)
5150 FS_Print(file, hlslshadermodeinfo[i].pretext);
5151 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5152 FS_Print(file, shaderpermutationinfo[i].pretext);
5153 FS_Print(file, "*/\n");
5154 FS_Print(file, builtincgshaderstring);
5156 Con_Printf("hlsl/default.hlsl written\n");
5159 Con_Printf("failed to write to hlsl/default.hlsl\n");
5163 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5166 texturemode = GL_MODULATE;
5167 switch (vid.renderpath)
5169 case RENDERPATH_D3D9:
5171 R_SetupShader_SetPermutationHLSL(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))));
5172 R_Mesh_TexBind(GL20TU_FIRST , first );
5173 R_Mesh_TexBind(GL20TU_SECOND, second);
5176 case RENDERPATH_D3D10:
5177 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5179 case RENDERPATH_D3D11:
5180 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5182 case RENDERPATH_GL20:
5183 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))));
5184 R_Mesh_TexBind(GL20TU_FIRST , first );
5185 R_Mesh_TexBind(GL20TU_SECOND, second);
5187 case RENDERPATH_CGGL:
5190 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))));
5191 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5192 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5195 case RENDERPATH_GL13:
5196 R_Mesh_TexBind(0, first );
5197 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5198 R_Mesh_TexBind(1, second);
5200 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5202 case RENDERPATH_GL11:
5203 R_Mesh_TexBind(0, first );
5208 void R_SetupShader_DepthOrShadow(void)
5210 switch (vid.renderpath)
5212 case RENDERPATH_D3D9:
5214 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5217 case RENDERPATH_D3D10:
5218 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5220 case RENDERPATH_D3D11:
5221 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5223 case RENDERPATH_GL20:
5224 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5226 case RENDERPATH_CGGL:
5228 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5231 case RENDERPATH_GL13:
5232 R_Mesh_TexBind(0, 0);
5233 R_Mesh_TexBind(1, 0);
5235 case RENDERPATH_GL11:
5236 R_Mesh_TexBind(0, 0);
5241 void R_SetupShader_ShowDepth(void)
5243 switch (vid.renderpath)
5245 case RENDERPATH_D3D9:
5247 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5250 case RENDERPATH_D3D10:
5251 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5253 case RENDERPATH_D3D11:
5254 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5256 case RENDERPATH_GL20:
5257 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5259 case RENDERPATH_CGGL:
5261 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5264 case RENDERPATH_GL13:
5266 case RENDERPATH_GL11:
5271 extern qboolean r_shadow_usingdeferredprepass;
5272 extern cvar_t r_shadow_deferred_8bitrange;
5273 extern rtexture_t *r_shadow_attenuationgradienttexture;
5274 extern rtexture_t *r_shadow_attenuation2dtexture;
5275 extern rtexture_t *r_shadow_attenuation3dtexture;
5276 extern qboolean r_shadow_usingshadowmaprect;
5277 extern qboolean r_shadow_usingshadowmapcube;
5278 extern qboolean r_shadow_usingshadowmap2d;
5279 extern qboolean r_shadow_usingshadowmaportho;
5280 extern float r_shadow_shadowmap_texturescale[2];
5281 extern float r_shadow_shadowmap_parameters[4];
5282 extern qboolean r_shadow_shadowmapvsdct;
5283 extern qboolean r_shadow_shadowmapsampler;
5284 extern int r_shadow_shadowmappcf;
5285 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5286 extern rtexture_t *r_shadow_shadowmap2dtexture;
5287 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5288 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5289 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5290 extern matrix4x4_t r_shadow_shadowmapmatrix;
5291 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5292 extern int r_shadow_prepass_width;
5293 extern int r_shadow_prepass_height;
5294 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5295 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5296 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5297 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5298 extern cvar_t gl_mesh_separatearrays;
5299 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5301 // a blendfunc allows colormod if:
5302 // a) it can never keep the destination pixel invariant, or
5303 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5304 // this is to prevent unintended side effects from colormod
5307 // IF there is a (s, sa) for which for all (d, da),
5308 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5309 // THEN, for this (s, sa) and all (colormod, d, da):
5310 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5311 // OBVIOUSLY, this means that
5312 // s*colormod * src(s*colormod, d, sa, da) = 0
5313 // dst(s*colormod, d, sa, da) = 1
5315 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5317 // main condition to leave dst color invariant:
5318 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5320 // s * 0 + d * dst(s, d, sa, da) == d
5321 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5322 // => colormod is a problem for GL_SRC_COLOR only
5324 // s + d * dst(s, d, sa, da) == d
5326 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5327 // => colormod is never problematic for these
5328 // src == GL_SRC_COLOR:
5329 // s*s + d * dst(s, d, sa, da) == d
5331 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5332 // => colormod is never problematic for these
5333 // src == GL_ONE_MINUS_SRC_COLOR:
5334 // s*(1-s) + d * dst(s, d, sa, da) == d
5335 // => s == 0 or s == 1
5336 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5337 // => colormod is a problem for GL_SRC_COLOR only
5338 // src == GL_DST_COLOR
5339 // s*d + d * dst(s, d, sa, da) == d
5341 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5342 // => colormod is always a problem
5345 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5346 // => colormod is never problematic for these
5347 // => BUT, we do not know s! We must assume it is problematic
5348 // then... except in GL_ONE case, where we know all invariant
5350 // src == GL_ONE_MINUS_DST_COLOR
5351 // s*(1-d) + d * dst(s, d, sa, da) == d
5352 // => s == 0 (1-d is impossible to handle for our desired result)
5353 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5354 // => colormod is never problematic for these
5355 // src == GL_SRC_ALPHA
5356 // s*sa + d * dst(s, d, sa, da) == d
5357 // => s == 0, or sa == 0
5358 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5359 // => colormod breaks in the case GL_SRC_COLOR only
5360 // src == GL_ONE_MINUS_SRC_ALPHA
5361 // s*(1-sa) + d * dst(s, d, sa, da) == d
5362 // => s == 0, or sa == 1
5363 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5364 // => colormod breaks in the case GL_SRC_COLOR only
5365 // src == GL_DST_ALPHA
5366 // s*da + d * dst(s, d, sa, da) == d
5368 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5369 // => colormod is never problematic for these
5374 case GL_ONE_MINUS_SRC_COLOR:
5376 case GL_ONE_MINUS_SRC_ALPHA:
5377 if(dst == GL_SRC_COLOR)
5382 case GL_ONE_MINUS_DST_COLOR:
5384 case GL_ONE_MINUS_DST_ALPHA:
5394 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5396 // select a permutation of the lighting shader appropriate to this
5397 // combination of texture, entity, light source, and fogging, only use the
5398 // minimum features necessary to avoid wasting rendering time in the
5399 // fragment shader on features that are not being used
5400 unsigned int permutation = 0;
5401 unsigned int mode = 0;
5402 qboolean allow_colormod;
5403 static float dummy_colormod[3] = {1, 1, 1};
5404 float *colormod = rsurface.colormod;
5406 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5407 if (rsurfacepass == RSURFPASS_BACKGROUND)
5409 // distorted background
5410 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5411 mode = SHADERMODE_WATER;
5412 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5413 mode = SHADERMODE_REFRACTION;
5416 mode = SHADERMODE_GENERIC;
5417 permutation |= SHADERPERMUTATION_DIFFUSE;
5419 GL_AlphaTest(false);
5420 GL_BlendFunc(GL_ONE, GL_ZERO);
5421 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5423 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5425 if (r_glsl_offsetmapping.integer)
5427 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5428 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5429 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5430 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5431 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5433 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5434 if (r_glsl_offsetmapping_reliefmapping.integer)
5435 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5439 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5441 permutation |= SHADERPERMUTATION_ALPHAKILL;
5442 // normalmap (deferred prepass), may use alpha test on diffuse
5443 mode = SHADERMODE_DEFERREDGEOMETRY;
5444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5445 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5446 GL_AlphaTest(false);
5447 GL_BlendFunc(GL_ONE, GL_ZERO);
5448 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5450 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5452 if (r_glsl_offsetmapping.integer)
5454 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5455 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5456 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5457 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5458 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5460 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5461 if (r_glsl_offsetmapping_reliefmapping.integer)
5462 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5465 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5466 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5468 mode = SHADERMODE_LIGHTSOURCE;
5469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5470 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5471 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5472 permutation |= SHADERPERMUTATION_CUBEFILTER;
5473 if (diffusescale > 0)
5474 permutation |= SHADERPERMUTATION_DIFFUSE;
5475 if (specularscale > 0)
5477 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5478 if (r_shadow_glossexact.integer)
5479 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5481 if (r_refdef.fogenabled)
5482 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5483 if (rsurface.texture->colormapping)
5484 permutation |= SHADERPERMUTATION_COLORMAPPING;
5485 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5487 if (r_shadow_usingshadowmaprect)
5488 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5489 if (r_shadow_usingshadowmap2d)
5490 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5491 if (r_shadow_usingshadowmapcube)
5492 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5493 else if(r_shadow_shadowmapvsdct)
5494 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5496 if (r_shadow_shadowmapsampler)
5497 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5498 if (r_shadow_shadowmappcf > 1)
5499 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5500 else if (r_shadow_shadowmappcf)
5501 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5503 if (rsurface.texture->reflectmasktexture)
5504 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5505 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5506 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5507 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5509 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5511 if (r_glsl_offsetmapping.integer)
5513 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5514 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5515 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5516 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5517 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5520 if (r_glsl_offsetmapping_reliefmapping.integer)
5521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5525 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5526 // unshaded geometry (fullbright or ambient model lighting)
5527 mode = SHADERMODE_FLATCOLOR;
5528 ambientscale = diffusescale = specularscale = 0;
5529 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5530 permutation |= SHADERPERMUTATION_GLOW;
5531 if (r_refdef.fogenabled)
5532 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5533 if (rsurface.texture->colormapping)
5534 permutation |= SHADERPERMUTATION_COLORMAPPING;
5535 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5537 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5538 if (r_shadow_usingshadowmaprect)
5539 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5540 if (r_shadow_usingshadowmap2d)
5541 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5543 if (r_shadow_shadowmapsampler)
5544 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5545 if (r_shadow_shadowmappcf > 1)
5546 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5547 else if (r_shadow_shadowmappcf)
5548 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5551 permutation |= SHADERPERMUTATION_REFLECTION;
5552 if (rsurface.texture->reflectmasktexture)
5553 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5554 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5555 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5556 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5558 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5560 if (r_glsl_offsetmapping.integer)
5562 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5563 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5564 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5565 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5566 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5568 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5569 if (r_glsl_offsetmapping_reliefmapping.integer)
5570 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5573 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5574 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5575 // directional model lighting
5576 mode = SHADERMODE_LIGHTDIRECTION;
5577 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5578 permutation |= SHADERPERMUTATION_GLOW;
5579 permutation |= SHADERPERMUTATION_DIFFUSE;
5580 if (specularscale > 0)
5582 permutation |= SHADERPERMUTATION_SPECULAR;
5583 if (r_shadow_glossexact.integer)
5584 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5586 if (r_refdef.fogenabled)
5587 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5588 if (rsurface.texture->colormapping)
5589 permutation |= SHADERPERMUTATION_COLORMAPPING;
5590 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5592 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5593 if (r_shadow_usingshadowmaprect)
5594 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5595 if (r_shadow_usingshadowmap2d)
5596 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5598 if (r_shadow_shadowmapsampler)
5599 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5600 if (r_shadow_shadowmappcf > 1)
5601 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5602 else if (r_shadow_shadowmappcf)
5603 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5606 permutation |= SHADERPERMUTATION_REFLECTION;
5607 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5608 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5609 if (rsurface.texture->reflectmasktexture)
5610 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5611 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5612 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5613 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5615 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5617 if (r_glsl_offsetmapping.integer)
5619 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5620 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5621 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5622 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5623 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5625 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5626 if (r_glsl_offsetmapping_reliefmapping.integer)
5627 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5632 // ambient model lighting
5633 mode = SHADERMODE_LIGHTDIRECTION;
5634 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5635 permutation |= SHADERPERMUTATION_GLOW;
5636 if (r_refdef.fogenabled)
5637 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5638 if (rsurface.texture->colormapping)
5639 permutation |= SHADERPERMUTATION_COLORMAPPING;
5640 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5642 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5643 if (r_shadow_usingshadowmaprect)
5644 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5645 if (r_shadow_usingshadowmap2d)
5646 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5648 if (r_shadow_shadowmapsampler)
5649 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5650 if (r_shadow_shadowmappcf > 1)
5651 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5652 else if (r_shadow_shadowmappcf)
5653 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5655 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5656 permutation |= SHADERPERMUTATION_REFLECTION;
5657 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5658 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5659 if (rsurface.texture->reflectmasktexture)
5660 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5661 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5662 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5663 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5667 if (r_glsl_offsetmapping.integer)
5669 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5670 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5671 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5672 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5673 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5675 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5676 if (r_glsl_offsetmapping_reliefmapping.integer)
5677 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5680 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5683 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5684 permutation |= SHADERPERMUTATION_GLOW;
5685 if (r_refdef.fogenabled)
5686 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5687 if (rsurface.texture->colormapping)
5688 permutation |= SHADERPERMUTATION_COLORMAPPING;
5689 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5691 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5692 if (r_shadow_usingshadowmaprect)
5693 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5694 if (r_shadow_usingshadowmap2d)
5695 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5697 if (r_shadow_shadowmapsampler)
5698 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5699 if (r_shadow_shadowmappcf > 1)
5700 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5701 else if (r_shadow_shadowmappcf)
5702 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5704 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5705 permutation |= SHADERPERMUTATION_REFLECTION;
5706 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5707 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5708 if (rsurface.texture->reflectmasktexture)
5709 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5710 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5712 // deluxemapping (light direction texture)
5713 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5714 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5717 permutation |= SHADERPERMUTATION_DIFFUSE;
5718 if (specularscale > 0)
5720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5721 if (r_shadow_glossexact.integer)
5722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5725 else if (r_glsl_deluxemapping.integer >= 2)
5727 // fake deluxemapping (uniform light direction in tangentspace)
5728 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5729 permutation |= SHADERPERMUTATION_DIFFUSE;
5730 if (specularscale > 0)
5732 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5733 if (r_shadow_glossexact.integer)
5734 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5737 else if (rsurface.uselightmaptexture)
5739 // ordinary lightmapping (q1bsp, q3bsp)
5740 mode = SHADERMODE_LIGHTMAP;
5744 // ordinary vertex coloring (q3bsp)
5745 mode = SHADERMODE_VERTEXCOLOR;
5747 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5748 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5749 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5752 colormod = dummy_colormod;
5753 switch(vid.renderpath)
5755 case RENDERPATH_D3D9:
5757 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5758 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5759 R_SetupShader_SetPermutationHLSL(mode, permutation);
5760 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5761 if (mode == SHADERMODE_LIGHTSOURCE)
5763 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5764 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5768 if (mode == SHADERMODE_LIGHTDIRECTION)
5770 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5773 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5774 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5775 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5776 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5777 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5779 if (mode == SHADERMODE_LIGHTSOURCE)
5781 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5782 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5783 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5784 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5785 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5787 // additive passes are only darkened by fog, not tinted
5788 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5789 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5793 if (mode == SHADERMODE_FLATCOLOR)
5795 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5797 else if (mode == SHADERMODE_LIGHTDIRECTION)
5799 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5800 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5801 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5802 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5803 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5804 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5805 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5809 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5810 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5811 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5812 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5813 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5815 // additive passes are only darkened by fog, not tinted
5816 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5817 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5819 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5820 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5821 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5822 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5823 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5824 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5825 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5826 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5827 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5829 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5830 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5831 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5832 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5833 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5834 if (rsurface.texture->pantstexture)
5835 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5837 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5838 if (rsurface.texture->shirttexture)
5839 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5841 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5842 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5843 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5844 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5845 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5846 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5847 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5848 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5850 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5851 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5852 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5853 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5854 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5855 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5856 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5857 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5858 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5859 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5860 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5861 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5862 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5863 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5864 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5865 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5866 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5867 if (rsurfacepass == RSURFPASS_BACKGROUND)
5869 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5870 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5871 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5875 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5877 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5878 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5879 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5880 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5881 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5883 R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5884 if (rsurface.rtlight)
5886 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5887 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5892 case RENDERPATH_D3D10:
5893 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5895 case RENDERPATH_D3D11:
5896 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5898 case RENDERPATH_GL20:
5899 if (gl_mesh_separatearrays.integer)
5901 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5902 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5903 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5904 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5905 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5906 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5907 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5908 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5912 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5913 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5915 R_SetupShader_SetPermutationGLSL(mode, permutation);
5916 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5917 if (mode == SHADERMODE_LIGHTSOURCE)
5919 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5920 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5922 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5923 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5924 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);
5926 // additive passes are only darkened by fog, not tinted
5927 if (r_glsl_permutation->loc_FogColor >= 0)
5928 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5929 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5933 if (mode == SHADERMODE_FLATCOLOR)
5935 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5937 else if (mode == SHADERMODE_LIGHTDIRECTION)
5939 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5940 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5941 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);
5942 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5943 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);
5944 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]);
5945 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]);
5949 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5950 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]);
5951 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);
5952 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5953 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);
5955 // additive passes are only darkened by fog, not tinted
5956 if (r_glsl_permutation->loc_FogColor >= 0)
5958 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5961 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5963 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);
5964 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]);
5965 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]);
5966 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5967 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5968 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5969 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5970 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5972 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5973 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5974 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5975 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]);
5976 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]);
5978 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5979 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5980 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5981 if (r_glsl_permutation->loc_Color_Pants >= 0)
5983 if (rsurface.texture->pantstexture)
5984 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5986 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5988 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5990 if (rsurface.texture->shirttexture)
5991 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5993 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5995 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]);
5996 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5997 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5998 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5999 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
6000 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]);
6001 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6003 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
6004 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
6005 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
6006 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
6007 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
6008 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
6009 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
6010 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
6011 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
6012 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
6013 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
6014 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
6015 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
6016 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
6017 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
6018 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
6019 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
6020 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
6021 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
6022 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6023 if (rsurfacepass == RSURFPASS_BACKGROUND)
6025 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
6026 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
6027 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6031 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6033 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6034 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6035 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6036 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6037 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6039 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6040 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
6041 if (rsurface.rtlight)
6043 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6044 if (r_shadow_usingshadowmapcube)
6045 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6046 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6051 case RENDERPATH_CGGL:
6053 if (gl_mesh_separatearrays.integer)
6055 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6056 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6057 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6058 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6059 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6060 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6061 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6062 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6066 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6067 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6069 R_SetupShader_SetPermutationCG(mode, permutation);
6070 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6071 if (mode == SHADERMODE_LIGHTSOURCE)
6073 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6074 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6078 if (mode == SHADERMODE_LIGHTDIRECTION)
6080 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
6083 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6084 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6085 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6086 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6087 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
6090 if (mode == SHADERMODE_LIGHTSOURCE)
6092 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6093 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6094 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6095 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6096 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
6098 // additive passes are only darkened by fog, not tinted
6099 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6100 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6104 if (mode == SHADERMODE_FLATCOLOR)
6106 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6108 else if (mode == SHADERMODE_LIGHTDIRECTION)
6110 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6111 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6112 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
6113 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6114 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
6115 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
6116 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
6120 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6121 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
6122 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
6123 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6124 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
6126 // additive passes are only darkened by fog, not tinted
6127 if (r_cg_permutation->fp_FogColor)
6129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6130 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6132 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6135 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
6136 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
6137 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
6138 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
6139 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
6140 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6141 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6142 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6144 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
6145 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
6146 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6147 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6148 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6149 if (r_cg_permutation->fp_Color_Pants)
6151 if (rsurface.texture->pantstexture)
6152 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6154 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6157 if (r_cg_permutation->fp_Color_Shirt)
6159 if (rsurface.texture->shirttexture)
6160 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6162 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6165 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
6166 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6167 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6168 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6169 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6170 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
6171 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6173 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6174 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6175 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6178 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6179 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6180 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6181 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6182 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6183 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6184 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6185 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6186 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6187 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6188 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6189 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6190 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6191 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6192 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6193 if (rsurfacepass == RSURFPASS_BACKGROUND)
6195 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6196 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6197 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6201 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6203 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6204 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6205 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6206 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6207 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6209 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6210 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6211 if (rsurface.rtlight)
6213 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6214 if (r_shadow_usingshadowmapcube)
6215 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6216 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6223 case RENDERPATH_GL13:
6224 case RENDERPATH_GL11:
6229 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6231 // select a permutation of the lighting shader appropriate to this
6232 // combination of texture, entity, light source, and fogging, only use the
6233 // minimum features necessary to avoid wasting rendering time in the
6234 // fragment shader on features that are not being used
6235 unsigned int permutation = 0;
6236 unsigned int mode = 0;
6237 const float *lightcolorbase = rtlight->currentcolor;
6238 float ambientscale = rtlight->ambientscale;
6239 float diffusescale = rtlight->diffusescale;
6240 float specularscale = rtlight->specularscale;
6241 // this is the location of the light in view space
6242 vec3_t viewlightorigin;
6243 // this transforms from view space (camera) to light space (cubemap)
6244 matrix4x4_t viewtolight;
6245 matrix4x4_t lighttoview;
6246 float viewtolight16f[16];
6247 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6249 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6250 if (rtlight->currentcubemap != r_texture_whitecube)
6251 permutation |= SHADERPERMUTATION_CUBEFILTER;
6252 if (diffusescale > 0)
6253 permutation |= SHADERPERMUTATION_DIFFUSE;
6254 if (specularscale > 0)
6256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6257 if (r_shadow_glossexact.integer)
6258 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6260 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6262 if (r_shadow_usingshadowmaprect)
6263 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6264 if (r_shadow_usingshadowmap2d)
6265 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6266 if (r_shadow_usingshadowmapcube)
6267 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6268 else if(r_shadow_shadowmapvsdct)
6269 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6271 if (r_shadow_shadowmapsampler)
6272 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6273 if (r_shadow_shadowmappcf > 1)
6274 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6275 else if (r_shadow_shadowmappcf)
6276 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6278 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6279 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6280 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6281 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6282 switch(vid.renderpath)
6284 case RENDERPATH_D3D9:
6286 R_SetupShader_SetPermutationHLSL(mode, permutation);
6287 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6288 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6289 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6290 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6291 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6292 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6293 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6294 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6295 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6296 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6298 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6299 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6300 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6301 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6302 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6303 if (r_shadow_usingshadowmapcube)
6304 R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6305 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6306 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6309 case RENDERPATH_D3D10:
6310 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6312 case RENDERPATH_D3D11:
6313 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6315 case RENDERPATH_GL20:
6316 R_SetupShader_SetPermutationGLSL(mode, permutation);
6317 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6318 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6319 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);
6320 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);
6321 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);
6322 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]);
6323 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]);
6324 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));
6325 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]);
6326 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6328 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6329 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6330 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6331 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6332 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6333 if (r_shadow_usingshadowmapcube)
6334 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6335 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6336 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6338 case RENDERPATH_CGGL:
6340 R_SetupShader_SetPermutationCG(mode, permutation);
6341 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6342 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6343 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
6344 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
6345 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
6346 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
6347 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
6348 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
6349 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
6350 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6352 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6353 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6354 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6355 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6356 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6357 if (r_shadow_usingshadowmapcube)
6358 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6359 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6360 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6363 case RENDERPATH_GL13:
6364 case RENDERPATH_GL11:
6369 #define SKINFRAME_HASH 1024
6373 int loadsequence; // incremented each level change
6374 memexpandablearray_t array;
6375 skinframe_t *hash[SKINFRAME_HASH];
6378 r_skinframe_t r_skinframe;
6380 void R_SkinFrame_PrepareForPurge(void)
6382 r_skinframe.loadsequence++;
6383 // wrap it without hitting zero
6384 if (r_skinframe.loadsequence >= 200)
6385 r_skinframe.loadsequence = 1;
6388 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6392 // mark the skinframe as used for the purging code
6393 skinframe->loadsequence = r_skinframe.loadsequence;
6396 void R_SkinFrame_Purge(void)
6400 for (i = 0;i < SKINFRAME_HASH;i++)
6402 for (s = r_skinframe.hash[i];s;s = s->next)
6404 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6406 if (s->merged == s->base)
6408 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6409 R_PurgeTexture(s->stain );s->stain = NULL;
6410 R_PurgeTexture(s->merged);s->merged = NULL;
6411 R_PurgeTexture(s->base );s->base = NULL;
6412 R_PurgeTexture(s->pants );s->pants = NULL;
6413 R_PurgeTexture(s->shirt );s->shirt = NULL;
6414 R_PurgeTexture(s->nmap );s->nmap = NULL;
6415 R_PurgeTexture(s->gloss );s->gloss = NULL;
6416 R_PurgeTexture(s->glow );s->glow = NULL;
6417 R_PurgeTexture(s->fog );s->fog = NULL;
6418 R_PurgeTexture(s->reflect);s->reflect = NULL;
6419 s->loadsequence = 0;
6425 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6427 char basename[MAX_QPATH];
6429 Image_StripImageExtension(name, basename, sizeof(basename));
6431 if( last == NULL ) {
6433 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6434 item = r_skinframe.hash[hashindex];
6439 // linearly search through the hash bucket
6440 for( ; item ; item = item->next ) {
6441 if( !strcmp( item->basename, basename ) ) {
6448 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6452 char basename[MAX_QPATH];
6454 Image_StripImageExtension(name, basename, sizeof(basename));
6456 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6457 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6458 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6462 rtexture_t *dyntexture;
6463 // check whether its a dynamic texture
6464 dyntexture = CL_GetDynTexture( basename );
6465 if (!add && !dyntexture)
6467 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6468 memset(item, 0, sizeof(*item));
6469 strlcpy(item->basename, basename, sizeof(item->basename));
6470 item->base = dyntexture; // either NULL or dyntexture handle
6471 item->textureflags = textureflags;
6472 item->comparewidth = comparewidth;
6473 item->compareheight = compareheight;
6474 item->comparecrc = comparecrc;
6475 item->next = r_skinframe.hash[hashindex];
6476 r_skinframe.hash[hashindex] = item;
6478 else if( item->base == NULL )
6480 rtexture_t *dyntexture;
6481 // check whether its a dynamic texture
6482 // 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]
6483 dyntexture = CL_GetDynTexture( basename );
6484 item->base = dyntexture; // either NULL or dyntexture handle
6487 R_SkinFrame_MarkUsed(item);
6491 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6493 unsigned long long avgcolor[5], wsum; \
6501 for(pix = 0; pix < cnt; ++pix) \
6504 for(comp = 0; comp < 3; ++comp) \
6506 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6509 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6511 for(comp = 0; comp < 3; ++comp) \
6512 avgcolor[comp] += getpixel * w; \
6515 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6516 avgcolor[4] += getpixel; \
6518 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6520 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6521 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6522 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6523 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6526 extern cvar_t gl_picmip;
6527 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6530 unsigned char *pixels;
6531 unsigned char *bumppixels;
6532 unsigned char *basepixels = NULL;
6533 int basepixels_width = 0;
6534 int basepixels_height = 0;
6535 skinframe_t *skinframe;
6536 rtexture_t *ddsbase = NULL;
6537 qboolean ddshasalpha = false;
6538 float ddsavgcolor[4];
6539 char basename[MAX_QPATH];
6540 int miplevel = R_PicmipForFlags(textureflags);
6541 int savemiplevel = miplevel;
6544 if (cls.state == ca_dedicated)
6547 // return an existing skinframe if already loaded
6548 // if loading of the first image fails, don't make a new skinframe as it
6549 // would cause all future lookups of this to be missing
6550 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6551 if (skinframe && skinframe->base)
6554 Image_StripImageExtension(name, basename, sizeof(basename));
6556 // check for DDS texture file first
6557 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6559 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6560 if (basepixels == NULL)
6564 // FIXME handle miplevel
6566 if (developer_loading.integer)
6567 Con_Printf("loading skin \"%s\"\n", name);
6569 // we've got some pixels to store, so really allocate this new texture now
6571 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6572 skinframe->stain = NULL;
6573 skinframe->merged = NULL;
6574 skinframe->base = NULL;
6575 skinframe->pants = NULL;
6576 skinframe->shirt = NULL;
6577 skinframe->nmap = NULL;
6578 skinframe->gloss = NULL;
6579 skinframe->glow = NULL;
6580 skinframe->fog = NULL;
6581 skinframe->reflect = NULL;
6582 skinframe->hasalpha = false;
6586 skinframe->base = ddsbase;
6587 skinframe->hasalpha = ddshasalpha;
6588 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6589 if (r_loadfog && skinframe->hasalpha)
6590 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6591 //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]);
6595 basepixels_width = image_width;
6596 basepixels_height = image_height;
6597 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6598 if (textureflags & TEXF_ALPHA)
6600 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6602 if (basepixels[j] < 255)
6604 skinframe->hasalpha = true;
6608 if (r_loadfog && skinframe->hasalpha)
6610 // has transparent pixels
6611 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6612 for (j = 0;j < image_width * image_height * 4;j += 4)
6617 pixels[j+3] = basepixels[j+3];
6619 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6623 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6624 //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]);
6625 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6626 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6627 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6628 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6633 mymiplevel = savemiplevel;
6634 if (r_loadnormalmap)
6635 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6636 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6638 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6639 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6640 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6641 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6644 // _norm is the name used by tenebrae and has been adopted as standard
6645 if (r_loadnormalmap && skinframe->nmap == NULL)
6647 mymiplevel = savemiplevel;
6648 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6650 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6654 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6656 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6657 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6658 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6660 Mem_Free(bumppixels);
6662 else if (r_shadow_bumpscale_basetexture.value > 0)
6664 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6665 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6666 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6669 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6670 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6673 // _luma is supported only for tenebrae compatibility
6674 // _glow is the preferred name
6675 mymiplevel = savemiplevel;
6676 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6678 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6679 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6680 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6681 Mem_Free(pixels);pixels = NULL;
6684 mymiplevel = savemiplevel;
6685 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6687 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6688 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6689 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6694 mymiplevel = savemiplevel;
6695 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6697 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6698 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6699 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6704 mymiplevel = savemiplevel;
6705 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6707 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6708 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6709 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6714 mymiplevel = savemiplevel;
6715 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6717 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6718 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6719 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6725 Mem_Free(basepixels);
6730 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6731 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6734 unsigned char *temp1, *temp2;
6735 skinframe_t *skinframe;
6737 if (cls.state == ca_dedicated)
6740 // if already loaded just return it, otherwise make a new skinframe
6741 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6742 if (skinframe && skinframe->base)
6745 skinframe->stain = NULL;
6746 skinframe->merged = NULL;
6747 skinframe->base = NULL;
6748 skinframe->pants = NULL;
6749 skinframe->shirt = NULL;
6750 skinframe->nmap = NULL;
6751 skinframe->gloss = NULL;
6752 skinframe->glow = NULL;
6753 skinframe->fog = NULL;
6754 skinframe->reflect = NULL;
6755 skinframe->hasalpha = false;
6757 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6761 if (developer_loading.integer)
6762 Con_Printf("loading 32bit skin \"%s\"\n", name);
6764 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6766 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6767 temp2 = temp1 + width * height * 4;
6768 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6769 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6772 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6773 if (textureflags & TEXF_ALPHA)
6775 for (i = 3;i < width * height * 4;i += 4)
6777 if (skindata[i] < 255)
6779 skinframe->hasalpha = true;
6783 if (r_loadfog && skinframe->hasalpha)
6785 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6786 memcpy(fogpixels, skindata, width * height * 4);
6787 for (i = 0;i < width * height * 4;i += 4)
6788 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6789 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6790 Mem_Free(fogpixels);
6794 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6795 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6800 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6804 skinframe_t *skinframe;
6806 if (cls.state == ca_dedicated)
6809 // if already loaded just return it, otherwise make a new skinframe
6810 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6811 if (skinframe && skinframe->base)
6814 skinframe->stain = NULL;
6815 skinframe->merged = NULL;
6816 skinframe->base = NULL;
6817 skinframe->pants = NULL;
6818 skinframe->shirt = NULL;
6819 skinframe->nmap = NULL;
6820 skinframe->gloss = NULL;
6821 skinframe->glow = NULL;
6822 skinframe->fog = NULL;
6823 skinframe->reflect = NULL;
6824 skinframe->hasalpha = false;
6826 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6830 if (developer_loading.integer)
6831 Con_Printf("loading quake skin \"%s\"\n", name);
6833 // 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)
6834 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6835 memcpy(skinframe->qpixels, skindata, width*height);
6836 skinframe->qwidth = width;
6837 skinframe->qheight = height;
6840 for (i = 0;i < width * height;i++)
6841 featuresmask |= palette_featureflags[skindata[i]];
6843 skinframe->hasalpha = false;
6844 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6845 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6846 skinframe->qgeneratemerged = true;
6847 skinframe->qgeneratebase = skinframe->qhascolormapping;
6848 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6850 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6851 //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]);
6856 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6860 unsigned char *skindata;
6862 if (!skinframe->qpixels)
6865 if (!skinframe->qhascolormapping)
6866 colormapped = false;
6870 if (!skinframe->qgeneratebase)
6875 if (!skinframe->qgeneratemerged)
6879 width = skinframe->qwidth;
6880 height = skinframe->qheight;
6881 skindata = skinframe->qpixels;
6883 if (skinframe->qgeneratenmap)
6885 unsigned char *temp1, *temp2;
6886 skinframe->qgeneratenmap = false;
6887 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6888 temp2 = temp1 + width * height * 4;
6889 // use either a custom palette or the quake palette
6890 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6891 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6892 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6896 if (skinframe->qgenerateglow)
6898 skinframe->qgenerateglow = false;
6899 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6904 skinframe->qgeneratebase = false;
6905 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6906 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6907 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6911 skinframe->qgeneratemerged = false;
6912 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6915 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6917 Mem_Free(skinframe->qpixels);
6918 skinframe->qpixels = NULL;
6922 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)
6925 skinframe_t *skinframe;
6927 if (cls.state == ca_dedicated)
6930 // if already loaded just return it, otherwise make a new skinframe
6931 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6932 if (skinframe && skinframe->base)
6935 skinframe->stain = NULL;
6936 skinframe->merged = NULL;
6937 skinframe->base = NULL;
6938 skinframe->pants = NULL;
6939 skinframe->shirt = NULL;
6940 skinframe->nmap = NULL;
6941 skinframe->gloss = NULL;
6942 skinframe->glow = NULL;
6943 skinframe->fog = NULL;
6944 skinframe->reflect = NULL;
6945 skinframe->hasalpha = false;
6947 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6951 if (developer_loading.integer)
6952 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6954 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6955 if (textureflags & TEXF_ALPHA)
6957 for (i = 0;i < width * height;i++)
6959 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6961 skinframe->hasalpha = true;
6965 if (r_loadfog && skinframe->hasalpha)
6966 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6969 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6970 //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]);
6975 skinframe_t *R_SkinFrame_LoadMissing(void)
6977 skinframe_t *skinframe;
6979 if (cls.state == ca_dedicated)
6982 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6983 skinframe->stain = NULL;
6984 skinframe->merged = NULL;
6985 skinframe->base = NULL;
6986 skinframe->pants = NULL;
6987 skinframe->shirt = NULL;
6988 skinframe->nmap = NULL;
6989 skinframe->gloss = NULL;
6990 skinframe->glow = NULL;
6991 skinframe->fog = NULL;
6992 skinframe->reflect = NULL;
6993 skinframe->hasalpha = false;
6995 skinframe->avgcolor[0] = rand() / RAND_MAX;
6996 skinframe->avgcolor[1] = rand() / RAND_MAX;
6997 skinframe->avgcolor[2] = rand() / RAND_MAX;
6998 skinframe->avgcolor[3] = 1;
7003 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
7004 typedef struct suffixinfo_s
7007 qboolean flipx, flipy, flipdiagonal;
7010 static suffixinfo_t suffix[3][6] =
7013 {"px", false, false, false},
7014 {"nx", false, false, false},
7015 {"py", false, false, false},
7016 {"ny", false, false, false},
7017 {"pz", false, false, false},
7018 {"nz", false, false, false}
7021 {"posx", false, false, false},
7022 {"negx", false, false, false},
7023 {"posy", false, false, false},
7024 {"negy", false, false, false},
7025 {"posz", false, false, false},
7026 {"negz", false, false, false}
7029 {"rt", true, false, true},
7030 {"lf", false, true, true},
7031 {"ft", true, true, false},
7032 {"bk", false, false, false},
7033 {"up", true, false, true},
7034 {"dn", true, false, true}
7038 static int componentorder[4] = {0, 1, 2, 3};
7040 rtexture_t *R_LoadCubemap(const char *basename)
7042 int i, j, cubemapsize;
7043 unsigned char *cubemappixels, *image_buffer;
7044 rtexture_t *cubemaptexture;
7046 // must start 0 so the first loadimagepixels has no requested width/height
7048 cubemappixels = NULL;
7049 cubemaptexture = NULL;
7050 // keep trying different suffix groups (posx, px, rt) until one loads
7051 for (j = 0;j < 3 && !cubemappixels;j++)
7053 // load the 6 images in the suffix group
7054 for (i = 0;i < 6;i++)
7056 // generate an image name based on the base and and suffix
7057 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7059 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7061 // an image loaded, make sure width and height are equal
7062 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7064 // if this is the first image to load successfully, allocate the cubemap memory
7065 if (!cubemappixels && image_width >= 1)
7067 cubemapsize = image_width;
7068 // note this clears to black, so unavailable sides are black
7069 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7071 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7073 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
7076 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7078 Mem_Free(image_buffer);
7082 // if a cubemap loaded, upload it
7085 if (developer_loading.integer)
7086 Con_Printf("loading cubemap \"%s\"\n", basename);
7088 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7089 Mem_Free(cubemappixels);
7093 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7094 if (developer_loading.integer)
7096 Con_Printf("(tried tried images ");
7097 for (j = 0;j < 3;j++)
7098 for (i = 0;i < 6;i++)
7099 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7100 Con_Print(" and was unable to find any of them).\n");
7103 return cubemaptexture;
7106 rtexture_t *R_GetCubemap(const char *basename)
7109 for (i = 0;i < r_texture_numcubemaps;i++)
7110 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7111 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7112 if (i >= MAX_CUBEMAPS)
7113 return r_texture_whitecube;
7114 r_texture_numcubemaps++;
7115 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7116 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7117 return r_texture_cubemaps[i].texture;
7120 void R_FreeCubemaps(void)
7123 for (i = 0;i < r_texture_numcubemaps;i++)
7125 if (developer_loading.integer)
7126 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7127 if (r_texture_cubemaps[i].texture)
7128 R_FreeTexture(r_texture_cubemaps[i].texture);
7130 r_texture_numcubemaps = 0;
7133 void R_Main_FreeViewCache(void)
7135 if (r_refdef.viewcache.entityvisible)
7136 Mem_Free(r_refdef.viewcache.entityvisible);
7137 if (r_refdef.viewcache.world_pvsbits)
7138 Mem_Free(r_refdef.viewcache.world_pvsbits);
7139 if (r_refdef.viewcache.world_leafvisible)
7140 Mem_Free(r_refdef.viewcache.world_leafvisible);
7141 if (r_refdef.viewcache.world_surfacevisible)
7142 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7143 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7146 void R_Main_ResizeViewCache(void)
7148 int numentities = r_refdef.scene.numentities;
7149 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7150 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7151 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7152 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7153 if (r_refdef.viewcache.maxentities < numentities)
7155 r_refdef.viewcache.maxentities = numentities;
7156 if (r_refdef.viewcache.entityvisible)
7157 Mem_Free(r_refdef.viewcache.entityvisible);
7158 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7160 if (r_refdef.viewcache.world_numclusters != numclusters)
7162 r_refdef.viewcache.world_numclusters = numclusters;
7163 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7164 if (r_refdef.viewcache.world_pvsbits)
7165 Mem_Free(r_refdef.viewcache.world_pvsbits);
7166 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7168 if (r_refdef.viewcache.world_numleafs != numleafs)
7170 r_refdef.viewcache.world_numleafs = numleafs;
7171 if (r_refdef.viewcache.world_leafvisible)
7172 Mem_Free(r_refdef.viewcache.world_leafvisible);
7173 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7175 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7177 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7178 if (r_refdef.viewcache.world_surfacevisible)
7179 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7180 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7184 extern rtexture_t *loadingscreentexture;
7185 void gl_main_start(void)
7187 loadingscreentexture = NULL;
7188 r_texture_blanknormalmap = NULL;
7189 r_texture_white = NULL;
7190 r_texture_grey128 = NULL;
7191 r_texture_black = NULL;
7192 r_texture_whitecube = NULL;
7193 r_texture_normalizationcube = NULL;
7194 r_texture_fogattenuation = NULL;
7195 r_texture_fogheighttexture = NULL;
7196 r_texture_gammaramps = NULL;
7197 r_texture_numcubemaps = 0;
7199 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7200 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7202 switch(vid.renderpath)
7204 case RENDERPATH_GL20:
7205 case RENDERPATH_CGGL:
7206 case RENDERPATH_D3D9:
7207 case RENDERPATH_D3D10:
7208 case RENDERPATH_D3D11:
7209 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7210 Cvar_SetValueQuick(&gl_combine, 1);
7211 Cvar_SetValueQuick(&r_glsl, 1);
7212 r_loadnormalmap = true;
7216 case RENDERPATH_GL13:
7217 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7218 Cvar_SetValueQuick(&gl_combine, 1);
7219 Cvar_SetValueQuick(&r_glsl, 0);
7220 r_loadnormalmap = false;
7221 r_loadgloss = false;
7224 case RENDERPATH_GL11:
7225 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7226 Cvar_SetValueQuick(&gl_combine, 0);
7227 Cvar_SetValueQuick(&r_glsl, 0);
7228 r_loadnormalmap = false;
7229 r_loadgloss = false;
7235 R_FrameData_Reset();
7239 memset(r_queries, 0, sizeof(r_queries));
7241 r_qwskincache = NULL;
7242 r_qwskincache_size = 0;
7244 // set up r_skinframe loading system for textures
7245 memset(&r_skinframe, 0, sizeof(r_skinframe));
7246 r_skinframe.loadsequence = 1;
7247 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7249 r_main_texturepool = R_AllocTexturePool();
7250 R_BuildBlankTextures();
7252 if (vid.support.arb_texture_cube_map)
7255 R_BuildNormalizationCube();
7257 r_texture_fogattenuation = NULL;
7258 r_texture_fogheighttexture = NULL;
7259 r_texture_gammaramps = NULL;
7260 //r_texture_fogintensity = NULL;
7261 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7262 memset(&r_waterstate, 0, sizeof(r_waterstate));
7263 r_glsl_permutation = NULL;
7264 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7265 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7266 glslshaderstring = NULL;
7268 r_cg_permutation = NULL;
7269 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7270 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7271 cgshaderstring = NULL;
7274 r_hlsl_permutation = NULL;
7275 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7276 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7277 hlslshaderstring = NULL;
7279 memset(&r_svbsp, 0, sizeof (r_svbsp));
7281 r_refdef.fogmasktable_density = 0;
7284 void gl_main_shutdown(void)
7287 R_FrameData_Reset();
7289 R_Main_FreeViewCache();
7291 switch(vid.renderpath)
7293 case RENDERPATH_GL11:
7294 case RENDERPATH_GL13:
7295 case RENDERPATH_GL20:
7296 case RENDERPATH_CGGL:
7298 qglDeleteQueriesARB(r_maxqueries, r_queries);
7300 case RENDERPATH_D3D9:
7301 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7303 case RENDERPATH_D3D10:
7304 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7306 case RENDERPATH_D3D11:
7307 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7313 memset(r_queries, 0, sizeof(r_queries));
7315 r_qwskincache = NULL;
7316 r_qwskincache_size = 0;
7318 // clear out the r_skinframe state
7319 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7320 memset(&r_skinframe, 0, sizeof(r_skinframe));
7323 Mem_Free(r_svbsp.nodes);
7324 memset(&r_svbsp, 0, sizeof (r_svbsp));
7325 R_FreeTexturePool(&r_main_texturepool);
7326 loadingscreentexture = NULL;
7327 r_texture_blanknormalmap = NULL;
7328 r_texture_white = NULL;
7329 r_texture_grey128 = NULL;
7330 r_texture_black = NULL;
7331 r_texture_whitecube = NULL;
7332 r_texture_normalizationcube = NULL;
7333 r_texture_fogattenuation = NULL;
7334 r_texture_fogheighttexture = NULL;
7335 r_texture_gammaramps = NULL;
7336 r_texture_numcubemaps = 0;
7337 //r_texture_fogintensity = NULL;
7338 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7339 memset(&r_waterstate, 0, sizeof(r_waterstate));
7343 extern void CL_ParseEntityLump(char *entitystring);
7344 void gl_main_newmap(void)
7346 // FIXME: move this code to client
7347 char *entities, entname[MAX_QPATH];
7349 Mem_Free(r_qwskincache);
7350 r_qwskincache = NULL;
7351 r_qwskincache_size = 0;
7354 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7355 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7357 CL_ParseEntityLump(entities);
7361 if (cl.worldmodel->brush.entities)
7362 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7364 R_Main_FreeViewCache();
7366 R_FrameData_Reset();
7369 void GL_Main_Init(void)
7371 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7373 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7374 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7375 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7376 if (gamemode == GAME_NEHAHRA)
7378 Cvar_RegisterVariable (&gl_fogenable);
7379 Cvar_RegisterVariable (&gl_fogdensity);
7380 Cvar_RegisterVariable (&gl_fogred);
7381 Cvar_RegisterVariable (&gl_foggreen);
7382 Cvar_RegisterVariable (&gl_fogblue);
7383 Cvar_RegisterVariable (&gl_fogstart);
7384 Cvar_RegisterVariable (&gl_fogend);
7385 Cvar_RegisterVariable (&gl_skyclip);
7387 Cvar_RegisterVariable(&r_motionblur);
7388 Cvar_RegisterVariable(&r_motionblur_maxblur);
7389 Cvar_RegisterVariable(&r_motionblur_bmin);
7390 Cvar_RegisterVariable(&r_motionblur_vmin);
7391 Cvar_RegisterVariable(&r_motionblur_vmax);
7392 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7393 Cvar_RegisterVariable(&r_motionblur_randomize);
7394 Cvar_RegisterVariable(&r_damageblur);
7395 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7396 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7397 Cvar_RegisterVariable(&r_equalize_entities_by);
7398 Cvar_RegisterVariable(&r_equalize_entities_to);
7399 Cvar_RegisterVariable(&r_depthfirst);
7400 Cvar_RegisterVariable(&r_useinfinitefarclip);
7401 Cvar_RegisterVariable(&r_farclip_base);
7402 Cvar_RegisterVariable(&r_farclip_world);
7403 Cvar_RegisterVariable(&r_nearclip);
7404 Cvar_RegisterVariable(&r_showbboxes);
7405 Cvar_RegisterVariable(&r_showsurfaces);
7406 Cvar_RegisterVariable(&r_showtris);
7407 Cvar_RegisterVariable(&r_shownormals);
7408 Cvar_RegisterVariable(&r_showlighting);
7409 Cvar_RegisterVariable(&r_showshadowvolumes);
7410 Cvar_RegisterVariable(&r_showcollisionbrushes);
7411 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7412 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7413 Cvar_RegisterVariable(&r_showdisabledepthtest);
7414 Cvar_RegisterVariable(&r_drawportals);
7415 Cvar_RegisterVariable(&r_drawentities);
7416 Cvar_RegisterVariable(&r_draw2d);
7417 Cvar_RegisterVariable(&r_drawworld);
7418 Cvar_RegisterVariable(&r_cullentities_trace);
7419 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7420 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7421 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7422 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7423 Cvar_RegisterVariable(&r_drawviewmodel);
7424 Cvar_RegisterVariable(&r_drawexteriormodel);
7425 Cvar_RegisterVariable(&r_speeds);
7426 Cvar_RegisterVariable(&r_fullbrights);
7427 Cvar_RegisterVariable(&r_wateralpha);
7428 Cvar_RegisterVariable(&r_dynamic);
7429 Cvar_RegisterVariable(&r_fullbright);
7430 Cvar_RegisterVariable(&r_shadows);
7431 Cvar_RegisterVariable(&r_shadows_darken);
7432 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7433 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7434 Cvar_RegisterVariable(&r_shadows_throwdistance);
7435 Cvar_RegisterVariable(&r_shadows_throwdirection);
7436 Cvar_RegisterVariable(&r_shadows_focus);
7437 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7438 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7439 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7440 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7441 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7442 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7443 Cvar_RegisterVariable(&r_fog_exp2);
7444 Cvar_RegisterVariable(&r_drawfog);
7445 Cvar_RegisterVariable(&r_transparentdepthmasking);
7446 Cvar_RegisterVariable(&r_texture_dds_load);
7447 Cvar_RegisterVariable(&r_texture_dds_save);
7448 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7449 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7450 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7451 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7452 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7453 Cvar_RegisterVariable(&r_textureunits);
7454 Cvar_RegisterVariable(&gl_combine);
7455 Cvar_RegisterVariable(&r_glsl);
7456 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7457 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7458 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7459 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7460 Cvar_RegisterVariable(&r_glsl_postprocess);
7461 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7462 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7463 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7464 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7465 Cvar_RegisterVariable(&r_water);
7466 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7467 Cvar_RegisterVariable(&r_water_clippingplanebias);
7468 Cvar_RegisterVariable(&r_water_refractdistort);
7469 Cvar_RegisterVariable(&r_water_reflectdistort);
7470 Cvar_RegisterVariable(&r_lerpsprites);
7471 Cvar_RegisterVariable(&r_lerpmodels);
7472 Cvar_RegisterVariable(&r_lerplightstyles);
7473 Cvar_RegisterVariable(&r_waterscroll);
7474 Cvar_RegisterVariable(&r_bloom);
7475 Cvar_RegisterVariable(&r_bloom_colorscale);
7476 Cvar_RegisterVariable(&r_bloom_brighten);
7477 Cvar_RegisterVariable(&r_bloom_blur);
7478 Cvar_RegisterVariable(&r_bloom_resolution);
7479 Cvar_RegisterVariable(&r_bloom_colorexponent);
7480 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7481 Cvar_RegisterVariable(&r_hdr);
7482 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7483 Cvar_RegisterVariable(&r_hdr_glowintensity);
7484 Cvar_RegisterVariable(&r_hdr_range);
7485 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7486 Cvar_RegisterVariable(&developer_texturelogging);
7487 Cvar_RegisterVariable(&gl_lightmaps);
7488 Cvar_RegisterVariable(&r_test);
7489 Cvar_RegisterVariable(&r_glsl_saturation);
7490 Cvar_RegisterVariable(&r_framedatasize);
7491 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7492 Cvar_SetValue("r_fullbrights", 0);
7493 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7495 Cvar_RegisterVariable(&r_track_sprites);
7496 Cvar_RegisterVariable(&r_track_sprites_flags);
7497 Cvar_RegisterVariable(&r_track_sprites_scalew);
7498 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7499 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7500 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7503 extern void R_Textures_Init(void);
7504 extern void GL_Draw_Init(void);
7505 extern void GL_Main_Init(void);
7506 extern void R_Shadow_Init(void);
7507 extern void R_Sky_Init(void);
7508 extern void GL_Surf_Init(void);
7509 extern void R_Particles_Init(void);
7510 extern void R_Explosion_Init(void);
7511 extern void gl_backend_init(void);
7512 extern void Sbar_Init(void);
7513 extern void R_LightningBeams_Init(void);
7514 extern void Mod_RenderInit(void);
7515 extern void Font_Init(void);
7517 void Render_Init(void)
7530 R_LightningBeams_Init();
7539 extern char *ENGINE_EXTENSIONS;
7542 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7543 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7544 gl_version = (const char *)qglGetString(GL_VERSION);
7545 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7549 if (!gl_platformextensions)
7550 gl_platformextensions = "";
7552 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7553 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7554 Con_Printf("GL_VERSION: %s\n", gl_version);
7555 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7556 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7558 VID_CheckExtensions();
7560 // LordHavoc: report supported extensions
7561 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7563 // clear to black (loading plaque will be seen over this)
7564 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7567 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7571 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7573 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7576 p = r_refdef.view.frustum + i;
7581 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7585 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7589 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7593 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7597 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7601 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7605 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7609 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7617 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7621 for (i = 0;i < numplanes;i++)
7628 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7632 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7636 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7640 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7644 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7648 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7652 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7656 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7664 //==================================================================================
7666 // LordHavoc: this stores temporary data used within the same frame
7668 qboolean r_framedata_failed;
7669 static size_t r_framedata_size;
7670 static size_t r_framedata_current;
7671 static void *r_framedata_base;
7673 void R_FrameData_Reset(void)
7675 if (r_framedata_base)
7676 Mem_Free(r_framedata_base);
7677 r_framedata_base = NULL;
7678 r_framedata_size = 0;
7679 r_framedata_current = 0;
7680 r_framedata_failed = false;
7683 void R_FrameData_NewFrame(void)
7686 if (r_framedata_failed)
7687 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7688 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7689 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7690 if (r_framedata_size != wantedsize)
7692 r_framedata_size = wantedsize;
7693 if (r_framedata_base)
7694 Mem_Free(r_framedata_base);
7695 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7697 r_framedata_current = 0;
7698 r_framedata_failed = false;
7701 void *R_FrameData_Alloc(size_t size)
7705 // align to 16 byte boundary
7706 size = (size + 15) & ~15;
7707 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7708 r_framedata_current += size;
7711 if (r_framedata_current > r_framedata_size)
7712 r_framedata_failed = true;
7714 // return NULL on everything after a failure
7715 if (r_framedata_failed)
7721 void *R_FrameData_Store(size_t size, void *data)
7723 void *d = R_FrameData_Alloc(size);
7725 memcpy(d, data, size);
7729 //==================================================================================
7731 // LordHavoc: animcache originally written by Echon, rewritten since then
7734 * Animation cache prevents re-generating mesh data for an animated model
7735 * multiple times in one frame for lighting, shadowing, reflections, etc.
7738 void R_AnimCache_Free(void)
7742 void R_AnimCache_ClearCache(void)
7745 entity_render_t *ent;
7747 for (i = 0;i < r_refdef.scene.numentities;i++)
7749 ent = r_refdef.scene.entities[i];
7750 ent->animcache_vertex3f = NULL;
7751 ent->animcache_normal3f = NULL;
7752 ent->animcache_svector3f = NULL;
7753 ent->animcache_tvector3f = NULL;
7754 ent->animcache_vertexposition = NULL;
7755 ent->animcache_vertexmesh = NULL;
7756 ent->animcache_vertexpositionbuffer = NULL;
7757 ent->animcache_vertexmeshbuffer = NULL;
7761 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7764 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7765 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7766 if (!ent->animcache_vertexposition)
7767 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7768 if (ent->animcache_vertexposition)
7770 for (i = 0;i < numvertices;i++)
7771 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7772 // TODO: upload vertex buffer?
7774 if (ent->animcache_vertexmesh)
7776 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7777 for (i = 0;i < numvertices;i++)
7778 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7779 if (ent->animcache_svector3f)
7780 for (i = 0;i < numvertices;i++)
7781 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7782 if (ent->animcache_tvector3f)
7783 for (i = 0;i < numvertices;i++)
7784 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7785 if (ent->animcache_normal3f)
7786 for (i = 0;i < numvertices;i++)
7787 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7788 // TODO: upload vertex buffer?
7792 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7794 dp_model_t *model = ent->model;
7796 // see if it's already cached this frame
7797 if (ent->animcache_vertex3f)
7799 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7800 if (wantnormals || wanttangents)
7802 if (ent->animcache_normal3f)
7803 wantnormals = false;
7804 if (ent->animcache_svector3f)
7805 wanttangents = false;
7806 if (wantnormals || wanttangents)
7808 numvertices = model->surfmesh.num_vertices;
7810 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7813 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7814 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7816 if (!r_framedata_failed)
7818 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7819 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7826 // see if this ent is worth caching
7827 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7829 // get some memory for this entity and generate mesh data
7830 numvertices = model->surfmesh.num_vertices;
7831 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7833 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7836 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7837 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7839 if (!r_framedata_failed)
7841 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7842 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7845 return !r_framedata_failed;
7848 void R_AnimCache_CacheVisibleEntities(void)
7851 qboolean wantnormals = true;
7852 qboolean wanttangents = !r_showsurfaces.integer;
7854 switch(vid.renderpath)
7856 case RENDERPATH_GL20:
7857 case RENDERPATH_CGGL:
7858 case RENDERPATH_D3D9:
7859 case RENDERPATH_D3D10:
7860 case RENDERPATH_D3D11:
7862 case RENDERPATH_GL13:
7863 case RENDERPATH_GL11:
7864 wanttangents = false;
7868 if (r_shownormals.integer)
7869 wanttangents = wantnormals = true;
7871 // TODO: thread this
7872 // NOTE: R_PrepareRTLights() also caches entities
7874 for (i = 0;i < r_refdef.scene.numentities;i++)
7875 if (r_refdef.viewcache.entityvisible[i])
7876 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7879 //==================================================================================
7881 static void R_View_UpdateEntityLighting (void)
7884 entity_render_t *ent;
7885 vec3_t tempdiffusenormal, avg;
7886 vec_t f, fa, fd, fdd;
7887 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7889 for (i = 0;i < r_refdef.scene.numentities;i++)
7891 ent = r_refdef.scene.entities[i];
7893 // skip unseen models
7894 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7898 if (ent->model && ent->model->brush.num_leafs)
7900 // TODO: use modellight for r_ambient settings on world?
7901 VectorSet(ent->modellight_ambient, 0, 0, 0);
7902 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7903 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7907 // fetch the lighting from the worldmodel data
7908 VectorClear(ent->modellight_ambient);
7909 VectorClear(ent->modellight_diffuse);
7910 VectorClear(tempdiffusenormal);
7911 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7914 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7915 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7916 if(ent->flags & RENDER_EQUALIZE)
7918 // first fix up ambient lighting...
7919 if(r_equalize_entities_minambient.value > 0)
7921 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7924 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7925 if(fa < r_equalize_entities_minambient.value * fd)
7928 // fa'/fd' = minambient
7929 // fa'+0.25*fd' = fa+0.25*fd
7931 // fa' = fd' * minambient
7932 // fd'*(0.25+minambient) = fa+0.25*fd
7934 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7935 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7937 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7938 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
7939 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7940 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7945 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7947 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7948 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7951 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7952 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7953 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7959 VectorSet(ent->modellight_ambient, 1, 1, 1);
7961 // move the light direction into modelspace coordinates for lighting code
7962 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7963 if(VectorLength2(ent->modellight_lightdir) == 0)
7964 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7965 VectorNormalize(ent->modellight_lightdir);
7969 #define MAX_LINEOFSIGHTTRACES 64
7971 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7974 vec3_t boxmins, boxmaxs;
7977 dp_model_t *model = r_refdef.scene.worldmodel;
7979 if (!model || !model->brush.TraceLineOfSight)
7982 // expand the box a little
7983 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7984 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7985 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7986 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7987 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7988 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7990 // return true if eye is inside enlarged box
7991 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7995 VectorCopy(eye, start);
7996 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7997 if (model->brush.TraceLineOfSight(model, start, end))
8000 // try various random positions
8001 for (i = 0;i < numsamples;i++)
8003 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8004 if (model->brush.TraceLineOfSight(model, start, end))
8012 static void R_View_UpdateEntityVisible (void)
8017 entity_render_t *ent;
8019 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8020 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8021 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8022 : RENDER_EXTERIORMODEL;
8023 if (!r_drawviewmodel.integer)
8024 renderimask |= RENDER_VIEWMODEL;
8025 if (!r_drawexteriormodel.integer)
8026 renderimask |= RENDER_EXTERIORMODEL;
8027 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8029 // worldmodel can check visibility
8030 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8031 for (i = 0;i < r_refdef.scene.numentities;i++)
8033 ent = r_refdef.scene.entities[i];
8034 if (!(ent->flags & renderimask))
8035 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
8036 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))
8037 r_refdef.viewcache.entityvisible[i] = true;
8039 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8040 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8042 for (i = 0;i < r_refdef.scene.numentities;i++)
8044 ent = r_refdef.scene.entities[i];
8045 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8047 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8049 continue; // temp entities do pvs only
8050 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8051 ent->last_trace_visibility = realtime;
8052 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8053 r_refdef.viewcache.entityvisible[i] = 0;
8060 // no worldmodel or it can't check visibility
8061 for (i = 0;i < r_refdef.scene.numentities;i++)
8063 ent = r_refdef.scene.entities[i];
8064 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));
8069 /// only used if skyrendermasked, and normally returns false
8070 int R_DrawBrushModelsSky (void)
8073 entity_render_t *ent;
8076 for (i = 0;i < r_refdef.scene.numentities;i++)
8078 if (!r_refdef.viewcache.entityvisible[i])
8080 ent = r_refdef.scene.entities[i];
8081 if (!ent->model || !ent->model->DrawSky)
8083 ent->model->DrawSky(ent);
8089 static void R_DrawNoModel(entity_render_t *ent);
8090 static void R_DrawModels(void)
8093 entity_render_t *ent;
8095 for (i = 0;i < r_refdef.scene.numentities;i++)
8097 if (!r_refdef.viewcache.entityvisible[i])
8099 ent = r_refdef.scene.entities[i];
8100 r_refdef.stats.entities++;
8101 if (ent->model && ent->model->Draw != NULL)
8102 ent->model->Draw(ent);
8108 static void R_DrawModelsDepth(void)
8111 entity_render_t *ent;
8113 for (i = 0;i < r_refdef.scene.numentities;i++)
8115 if (!r_refdef.viewcache.entityvisible[i])
8117 ent = r_refdef.scene.entities[i];
8118 if (ent->model && ent->model->DrawDepth != NULL)
8119 ent->model->DrawDepth(ent);
8123 static void R_DrawModelsDebug(void)
8126 entity_render_t *ent;
8128 for (i = 0;i < r_refdef.scene.numentities;i++)
8130 if (!r_refdef.viewcache.entityvisible[i])
8132 ent = r_refdef.scene.entities[i];
8133 if (ent->model && ent->model->DrawDebug != NULL)
8134 ent->model->DrawDebug(ent);
8138 static void R_DrawModelsAddWaterPlanes(void)
8141 entity_render_t *ent;
8143 for (i = 0;i < r_refdef.scene.numentities;i++)
8145 if (!r_refdef.viewcache.entityvisible[i])
8147 ent = r_refdef.scene.entities[i];
8148 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8149 ent->model->DrawAddWaterPlanes(ent);
8153 static void R_View_SetFrustum(void)
8156 double slopex, slopey;
8157 vec3_t forward, left, up, origin;
8159 // we can't trust r_refdef.view.forward and friends in reflected scenes
8160 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8163 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8164 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8165 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8166 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8167 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8168 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8169 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8170 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8171 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8172 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8173 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8174 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8178 zNear = r_refdef.nearclip;
8179 nudge = 1.0 - 1.0 / (1<<23);
8180 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8181 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8182 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8183 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8184 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8185 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8186 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8187 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8193 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8194 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8195 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8196 r_refdef.view.frustum[0].dist = m[15] - m[12];
8198 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8199 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8200 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8201 r_refdef.view.frustum[1].dist = m[15] + m[12];
8203 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8204 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8205 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8206 r_refdef.view.frustum[2].dist = m[15] - m[13];
8208 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8209 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8210 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8211 r_refdef.view.frustum[3].dist = m[15] + m[13];
8213 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8214 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8215 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8216 r_refdef.view.frustum[4].dist = m[15] - m[14];
8218 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8219 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8220 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8221 r_refdef.view.frustum[5].dist = m[15] + m[14];
8224 if (r_refdef.view.useperspective)
8226 slopex = 1.0 / r_refdef.view.frustum_x;
8227 slopey = 1.0 / r_refdef.view.frustum_y;
8228 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8229 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8230 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8231 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8232 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8234 // Leaving those out was a mistake, those were in the old code, and they
8235 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8236 // I couldn't reproduce it after adding those normalizations. --blub
8237 VectorNormalize(r_refdef.view.frustum[0].normal);
8238 VectorNormalize(r_refdef.view.frustum[1].normal);
8239 VectorNormalize(r_refdef.view.frustum[2].normal);
8240 VectorNormalize(r_refdef.view.frustum[3].normal);
8242 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8243 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]);
8244 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]);
8245 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]);
8246 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]);
8248 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8249 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8250 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8251 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8252 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8256 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8257 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8258 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8259 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8260 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8267 r_refdef.view.numfrustumplanes = 5;
8269 if (r_refdef.view.useclipplane)
8271 r_refdef.view.numfrustumplanes = 6;
8272 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8275 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8276 PlaneClassify(r_refdef.view.frustum + i);
8278 // LordHavoc: note to all quake engine coders, Quake had a special case
8279 // for 90 degrees which assumed a square view (wrong), so I removed it,
8280 // Quake2 has it disabled as well.
8282 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8283 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8284 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8285 //PlaneClassify(&frustum[0]);
8287 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8288 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8289 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8290 //PlaneClassify(&frustum[1]);
8292 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8293 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8294 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8295 //PlaneClassify(&frustum[2]);
8297 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8298 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8299 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8300 //PlaneClassify(&frustum[3]);
8303 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8304 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8305 //PlaneClassify(&frustum[4]);
8308 void R_View_Update(void)
8310 R_Main_ResizeViewCache();
8311 R_View_SetFrustum();
8312 R_View_WorldVisibility(r_refdef.view.useclipplane);
8313 R_View_UpdateEntityVisible();
8314 R_View_UpdateEntityLighting();
8317 void R_SetupView(qboolean allowwaterclippingplane)
8319 const float *customclipplane = NULL;
8321 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8323 // LordHavoc: couldn't figure out how to make this approach the
8324 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8325 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8326 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8327 dist = r_refdef.view.clipplane.dist;
8328 plane[0] = r_refdef.view.clipplane.normal[0];
8329 plane[1] = r_refdef.view.clipplane.normal[1];
8330 plane[2] = r_refdef.view.clipplane.normal[2];
8332 customclipplane = plane;
8335 if (!r_refdef.view.useperspective)
8336 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);
8337 else if (vid.stencil && r_useinfinitefarclip.integer)
8338 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);
8340 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);
8341 R_SetViewport(&r_refdef.view.viewport);
8344 void R_EntityMatrix(const matrix4x4_t *matrix)
8346 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8348 gl_modelmatrixchanged = false;
8349 gl_modelmatrix = *matrix;
8350 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8351 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8352 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8353 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8355 switch(vid.renderpath)
8357 case RENDERPATH_D3D9:
8359 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8360 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8363 case RENDERPATH_D3D10:
8364 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8366 case RENDERPATH_D3D11:
8367 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8369 case RENDERPATH_GL20:
8370 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8371 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8372 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8374 case RENDERPATH_CGGL:
8377 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8378 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8379 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8382 case RENDERPATH_GL13:
8383 case RENDERPATH_GL11:
8384 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8390 void R_ResetViewRendering2D(void)
8392 r_viewport_t viewport;
8395 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8396 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);
8397 R_SetViewport(&viewport);
8398 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8399 GL_Color(1, 1, 1, 1);
8400 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8401 GL_BlendFunc(GL_ONE, GL_ZERO);
8402 GL_AlphaTest(false);
8403 GL_ScissorTest(false);
8404 GL_DepthMask(false);
8405 GL_DepthRange(0, 1);
8406 GL_DepthTest(false);
8407 GL_DepthFunc(GL_LEQUAL);
8408 R_EntityMatrix(&identitymatrix);
8409 R_Mesh_ResetTextureState();
8410 GL_PolygonOffset(0, 0);
8411 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8412 switch(vid.renderpath)
8414 case RENDERPATH_GL11:
8415 case RENDERPATH_GL13:
8416 case RENDERPATH_GL20:
8417 case RENDERPATH_CGGL:
8418 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8420 case RENDERPATH_D3D9:
8421 case RENDERPATH_D3D10:
8422 case RENDERPATH_D3D11:
8425 GL_CullFace(GL_NONE);
8428 void R_ResetViewRendering3D(void)
8433 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8434 GL_Color(1, 1, 1, 1);
8435 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8436 GL_BlendFunc(GL_ONE, GL_ZERO);
8437 GL_AlphaTest(false);
8438 GL_ScissorTest(true);
8440 GL_DepthRange(0, 1);
8442 GL_DepthFunc(GL_LEQUAL);
8443 R_EntityMatrix(&identitymatrix);
8444 R_Mesh_ResetTextureState();
8445 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8446 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8447 switch(vid.renderpath)
8449 case RENDERPATH_GL11:
8450 case RENDERPATH_GL13:
8451 case RENDERPATH_GL20:
8452 case RENDERPATH_CGGL:
8453 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8455 case RENDERPATH_D3D9:
8456 case RENDERPATH_D3D10:
8457 case RENDERPATH_D3D11:
8460 GL_CullFace(r_refdef.view.cullface_back);
8465 R_RenderView_UpdateViewVectors
8468 static void R_RenderView_UpdateViewVectors(void)
8470 // break apart the view matrix into vectors for various purposes
8471 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8472 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8473 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8474 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8475 // make an inverted copy of the view matrix for tracking sprites
8476 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8479 void R_RenderScene(void);
8480 void R_RenderWaterPlanes(void);
8482 static void R_Water_StartFrame(void)
8485 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8486 r_waterstate_waterplane_t *p;
8488 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8491 switch(vid.renderpath)
8493 case RENDERPATH_GL20:
8494 case RENDERPATH_CGGL:
8495 case RENDERPATH_D3D9:
8496 case RENDERPATH_D3D10:
8497 case RENDERPATH_D3D11:
8499 case RENDERPATH_GL13:
8500 case RENDERPATH_GL11:
8504 // set waterwidth and waterheight to the water resolution that will be
8505 // used (often less than the screen resolution for faster rendering)
8506 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8507 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8509 // calculate desired texture sizes
8510 // can't use water if the card does not support the texture size
8511 if (!r_water.integer || r_showsurfaces.integer)
8512 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8513 else if (vid.support.arb_texture_non_power_of_two)
8515 texturewidth = waterwidth;
8516 textureheight = waterheight;
8517 camerawidth = waterwidth;
8518 cameraheight = waterheight;
8522 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8523 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8524 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8525 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8528 // allocate textures as needed
8529 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8531 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8532 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8534 if (p->texture_refraction)
8535 R_FreeTexture(p->texture_refraction);
8536 p->texture_refraction = NULL;
8537 if (p->texture_reflection)
8538 R_FreeTexture(p->texture_reflection);
8539 p->texture_reflection = NULL;
8540 if (p->texture_camera)
8541 R_FreeTexture(p->texture_camera);
8542 p->texture_camera = NULL;
8544 memset(&r_waterstate, 0, sizeof(r_waterstate));
8545 r_waterstate.texturewidth = texturewidth;
8546 r_waterstate.textureheight = textureheight;
8547 r_waterstate.camerawidth = camerawidth;
8548 r_waterstate.cameraheight = cameraheight;
8551 if (r_waterstate.texturewidth)
8553 r_waterstate.enabled = true;
8555 // when doing a reduced render (HDR) we want to use a smaller area
8556 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8557 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8559 // set up variables that will be used in shader setup
8560 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8561 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8562 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8563 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8566 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8567 r_waterstate.numwaterplanes = 0;
8570 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8572 int triangleindex, planeindex;
8579 r_waterstate_waterplane_t *p;
8580 texture_t *t = R_GetCurrentTexture(surface->texture);
8581 cam_ent = t->camera_entity;
8582 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8585 // just use the first triangle with a valid normal for any decisions
8586 VectorClear(normal);
8587 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8589 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8590 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8591 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8592 TriangleNormal(vert[0], vert[1], vert[2], normal);
8593 if (VectorLength2(normal) >= 0.001)
8597 VectorCopy(normal, plane.normal);
8598 VectorNormalize(plane.normal);
8599 plane.dist = DotProduct(vert[0], plane.normal);
8600 PlaneClassify(&plane);
8601 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8603 // skip backfaces (except if nocullface is set)
8604 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8606 VectorNegate(plane.normal, plane.normal);
8608 PlaneClassify(&plane);
8612 // find a matching plane if there is one
8613 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8614 if(p->camera_entity == t->camera_entity)
8615 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8617 if (planeindex >= r_waterstate.maxwaterplanes)
8618 return; // nothing we can do, out of planes
8620 // if this triangle does not fit any known plane rendered this frame, add one
8621 if (planeindex >= r_waterstate.numwaterplanes)
8623 // store the new plane
8624 r_waterstate.numwaterplanes++;
8626 // clear materialflags and pvs
8627 p->materialflags = 0;
8628 p->pvsvalid = false;
8629 p->camera_entity = t->camera_entity;
8631 // merge this surface's materialflags into the waterplane
8632 p->materialflags |= t->currentmaterialflags;
8633 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8635 // merge this surface's PVS into the waterplane
8636 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8637 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8638 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8640 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8646 static void R_Water_ProcessPlanes(void)
8648 r_refdef_view_t originalview;
8649 r_refdef_view_t myview;
8651 r_waterstate_waterplane_t *p;
8654 originalview = r_refdef.view;
8656 // make sure enough textures are allocated
8657 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8659 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8661 if (!p->texture_refraction)
8662 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8663 if (!p->texture_refraction)
8666 else if (p->materialflags & MATERIALFLAG_CAMERA)
8668 if (!p->texture_camera)
8669 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8670 if (!p->texture_camera)
8674 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8676 if (!p->texture_reflection)
8677 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8678 if (!p->texture_reflection)
8684 r_refdef.view = originalview;
8685 r_refdef.view.showdebug = false;
8686 r_refdef.view.width = r_waterstate.waterwidth;
8687 r_refdef.view.height = r_waterstate.waterheight;
8688 r_refdef.view.useclipplane = true;
8689 myview = r_refdef.view;
8690 r_waterstate.renderingscene = true;
8691 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8693 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8695 r_refdef.view = myview;
8696 // render reflected scene and copy into texture
8697 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8698 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8699 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8700 r_refdef.view.clipplane = p->plane;
8701 // reverse the cullface settings for this render
8702 r_refdef.view.cullface_front = GL_FRONT;
8703 r_refdef.view.cullface_back = GL_BACK;
8704 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8706 r_refdef.view.usecustompvs = true;
8708 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8710 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8713 R_ResetViewRendering3D();
8714 R_ClearScreen(r_refdef.fogenabled);
8718 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);
8721 // render the normal view scene and copy into texture
8722 // (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)
8723 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8725 r_waterstate.renderingrefraction = true;
8726 r_refdef.view = myview;
8728 r_refdef.view.clipplane = p->plane;
8729 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8730 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8732 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8734 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8735 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8736 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8737 R_RenderView_UpdateViewVectors();
8738 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8741 PlaneClassify(&r_refdef.view.clipplane);
8743 R_ResetViewRendering3D();
8744 R_ClearScreen(r_refdef.fogenabled);
8748 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);
8749 r_waterstate.renderingrefraction = false;
8751 else if (p->materialflags & MATERIALFLAG_CAMERA)
8753 r_refdef.view = myview;
8755 r_refdef.view.clipplane = p->plane;
8756 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8757 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8759 r_refdef.view.width = r_waterstate.camerawidth;
8760 r_refdef.view.height = r_waterstate.cameraheight;
8761 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8762 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8764 if(p->camera_entity)
8766 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8767 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8770 // reverse the cullface settings for this render
8771 r_refdef.view.cullface_front = GL_FRONT;
8772 r_refdef.view.cullface_back = GL_BACK;
8773 // also reverse the view matrix
8774 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8775 R_RenderView_UpdateViewVectors();
8776 if(p->camera_entity)
8777 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8779 // camera needs no clipplane
8780 r_refdef.view.useclipplane = false;
8782 PlaneClassify(&r_refdef.view.clipplane);
8784 R_ResetViewRendering3D();
8785 R_ClearScreen(r_refdef.fogenabled);
8789 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8790 r_waterstate.renderingrefraction = false;
8794 r_waterstate.renderingscene = false;
8795 r_refdef.view = originalview;
8796 R_ResetViewRendering3D();
8797 R_ClearScreen(r_refdef.fogenabled);
8801 r_refdef.view = originalview;
8802 r_waterstate.renderingscene = false;
8803 Cvar_SetValueQuick(&r_water, 0);
8804 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8808 void R_Bloom_StartFrame(void)
8810 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8812 switch(vid.renderpath)
8814 case RENDERPATH_GL20:
8815 case RENDERPATH_CGGL:
8816 case RENDERPATH_D3D9:
8817 case RENDERPATH_D3D10:
8818 case RENDERPATH_D3D11:
8820 case RENDERPATH_GL13:
8821 case RENDERPATH_GL11:
8825 // set bloomwidth and bloomheight to the bloom resolution that will be
8826 // used (often less than the screen resolution for faster rendering)
8827 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8828 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8829 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8830 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8831 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8833 // calculate desired texture sizes
8834 if (vid.support.arb_texture_non_power_of_two)
8836 screentexturewidth = r_refdef.view.width;
8837 screentextureheight = r_refdef.view.height;
8838 bloomtexturewidth = r_bloomstate.bloomwidth;
8839 bloomtextureheight = r_bloomstate.bloomheight;
8843 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8844 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8845 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8846 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8849 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))
8851 Cvar_SetValueQuick(&r_hdr, 0);
8852 Cvar_SetValueQuick(&r_bloom, 0);
8853 Cvar_SetValueQuick(&r_motionblur, 0);
8854 Cvar_SetValueQuick(&r_damageblur, 0);
8857 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)))
8858 screentexturewidth = screentextureheight = 0;
8859 if (!r_hdr.integer && !r_bloom.integer)
8860 bloomtexturewidth = bloomtextureheight = 0;
8862 // allocate textures as needed
8863 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8865 if (r_bloomstate.texture_screen)
8866 R_FreeTexture(r_bloomstate.texture_screen);
8867 r_bloomstate.texture_screen = NULL;
8868 r_bloomstate.screentexturewidth = screentexturewidth;
8869 r_bloomstate.screentextureheight = screentextureheight;
8870 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8871 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8873 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8875 if (r_bloomstate.texture_bloom)
8876 R_FreeTexture(r_bloomstate.texture_bloom);
8877 r_bloomstate.texture_bloom = NULL;
8878 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8879 r_bloomstate.bloomtextureheight = bloomtextureheight;
8880 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8881 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8884 // when doing a reduced render (HDR) we want to use a smaller area
8885 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8886 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8887 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8888 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8889 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8891 // set up a texcoord array for the full resolution screen image
8892 // (we have to keep this around to copy back during final render)
8893 r_bloomstate.screentexcoord2f[0] = 0;
8894 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8895 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8896 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8897 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8898 r_bloomstate.screentexcoord2f[5] = 0;
8899 r_bloomstate.screentexcoord2f[6] = 0;
8900 r_bloomstate.screentexcoord2f[7] = 0;
8902 // set up a texcoord array for the reduced resolution bloom image
8903 // (which will be additive blended over the screen image)
8904 r_bloomstate.bloomtexcoord2f[0] = 0;
8905 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8906 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8907 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8908 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8909 r_bloomstate.bloomtexcoord2f[5] = 0;
8910 r_bloomstate.bloomtexcoord2f[6] = 0;
8911 r_bloomstate.bloomtexcoord2f[7] = 0;
8913 switch(vid.renderpath)
8915 case RENDERPATH_GL11:
8916 case RENDERPATH_GL13:
8917 case RENDERPATH_GL20:
8918 case RENDERPATH_CGGL:
8920 case RENDERPATH_D3D9:
8921 case RENDERPATH_D3D10:
8922 case RENDERPATH_D3D11:
8925 for (i = 0;i < 4;i++)
8927 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8928 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8929 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8930 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8936 if (r_hdr.integer || r_bloom.integer)
8938 r_bloomstate.enabled = true;
8939 r_bloomstate.hdr = r_hdr.integer != 0;
8942 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);
8945 void R_Bloom_CopyBloomTexture(float colorscale)
8947 r_refdef.stats.bloom++;
8949 // scale down screen texture to the bloom texture size
8951 R_SetViewport(&r_bloomstate.viewport);
8952 GL_BlendFunc(GL_ONE, GL_ZERO);
8953 GL_Color(colorscale, colorscale, colorscale, 1);
8954 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8955 switch(vid.renderpath)
8957 case RENDERPATH_GL11:
8958 case RENDERPATH_GL13:
8959 case RENDERPATH_GL20:
8960 case RENDERPATH_CGGL:
8961 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8963 case RENDERPATH_D3D9:
8964 case RENDERPATH_D3D10:
8965 case RENDERPATH_D3D11:
8966 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8969 // TODO: do boxfilter scale-down in shader?
8970 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8971 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8972 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8974 // we now have a bloom image in the framebuffer
8975 // copy it into the bloom image texture for later processing
8976 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);
8977 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8980 void R_Bloom_CopyHDRTexture(void)
8982 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);
8983 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8986 void R_Bloom_MakeTexture(void)
8989 float xoffset, yoffset, r, brighten;
8991 r_refdef.stats.bloom++;
8993 R_ResetViewRendering2D();
8995 // we have a bloom image in the framebuffer
8997 R_SetViewport(&r_bloomstate.viewport);
8999 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9002 r = bound(0, r_bloom_colorexponent.value / x, 1);
9003 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9005 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9006 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9007 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9008 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9010 // copy the vertically blurred bloom view to a texture
9011 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);
9012 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9015 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9016 brighten = r_bloom_brighten.value;
9018 brighten *= r_hdr_range.value;
9019 brighten = sqrt(brighten);
9021 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9022 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9024 for (dir = 0;dir < 2;dir++)
9026 // blend on at multiple vertical offsets to achieve a vertical blur
9027 // TODO: do offset blends using GLSL
9028 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9029 GL_BlendFunc(GL_ONE, GL_ZERO);
9030 for (x = -range;x <= range;x++)
9032 if (!dir){xoffset = 0;yoffset = x;}
9033 else {xoffset = x;yoffset = 0;}
9034 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9035 yoffset /= (float)r_bloomstate.bloomtextureheight;
9036 // compute a texcoord array with the specified x and y offset
9037 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9038 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9039 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9040 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9041 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9042 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9043 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9044 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9045 // this r value looks like a 'dot' particle, fading sharply to
9046 // black at the edges
9047 // (probably not realistic but looks good enough)
9048 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9049 //r = brighten/(range*2+1);
9050 r = brighten / (range * 2 + 1);
9052 r *= (1 - x*x/(float)(range*range));
9053 GL_Color(r, r, r, 1);
9054 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9055 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9056 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9057 GL_BlendFunc(GL_ONE, GL_ONE);
9060 // copy the vertically blurred bloom view to a texture
9061 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);
9062 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9066 void R_HDR_RenderBloomTexture(void)
9068 int oldwidth, oldheight;
9069 float oldcolorscale;
9071 oldcolorscale = r_refdef.view.colorscale;
9072 oldwidth = r_refdef.view.width;
9073 oldheight = r_refdef.view.height;
9074 r_refdef.view.width = r_bloomstate.bloomwidth;
9075 r_refdef.view.height = r_bloomstate.bloomheight;
9077 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9078 // TODO: add exposure compensation features
9079 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9081 r_refdef.view.showdebug = false;
9082 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9084 R_ResetViewRendering3D();
9086 R_ClearScreen(r_refdef.fogenabled);
9087 if (r_timereport_active)
9088 R_TimeReport("HDRclear");
9091 if (r_timereport_active)
9092 R_TimeReport("visibility");
9094 // only do secondary renders with HDR if r_hdr is 2 or higher
9095 r_waterstate.numwaterplanes = 0;
9096 if (r_waterstate.enabled && r_hdr.integer >= 2)
9097 R_RenderWaterPlanes();
9099 r_refdef.view.showdebug = true;
9101 r_waterstate.numwaterplanes = 0;
9103 R_ResetViewRendering2D();
9105 R_Bloom_CopyHDRTexture();
9106 R_Bloom_MakeTexture();
9108 // restore the view settings
9109 r_refdef.view.width = oldwidth;
9110 r_refdef.view.height = oldheight;
9111 r_refdef.view.colorscale = oldcolorscale;
9113 R_ResetViewRendering3D();
9115 R_ClearScreen(r_refdef.fogenabled);
9116 if (r_timereport_active)
9117 R_TimeReport("viewclear");
9120 static void R_BlendView(void)
9122 unsigned int permutation;
9123 float uservecs[4][4];
9125 switch (vid.renderpath)
9127 case RENDERPATH_GL20:
9128 case RENDERPATH_CGGL:
9129 case RENDERPATH_D3D9:
9130 case RENDERPATH_D3D10:
9131 case RENDERPATH_D3D11:
9133 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9134 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9135 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9136 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9137 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9139 if (r_bloomstate.texture_screen)
9141 // make sure the buffer is available
9142 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9144 R_ResetViewRendering2D();
9146 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9148 // declare variables
9150 static float avgspeed;
9152 speed = VectorLength(cl.movement_velocity);
9154 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9155 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9157 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9158 speed = bound(0, speed, 1);
9159 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9161 // calculate values into a standard alpha
9162 cl.motionbluralpha = 1 - exp(-
9164 (r_motionblur.value * speed / 80)
9166 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9169 max(0.0001, cl.time - cl.oldtime) // fps independent
9172 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9173 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9175 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9177 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9178 GL_Color(1, 1, 1, cl.motionbluralpha);
9179 switch(vid.renderpath)
9181 case RENDERPATH_GL11:
9182 case RENDERPATH_GL13:
9183 case RENDERPATH_GL20:
9184 case RENDERPATH_CGGL:
9185 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9187 case RENDERPATH_D3D9:
9188 case RENDERPATH_D3D10:
9189 case RENDERPATH_D3D11:
9190 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9193 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9194 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9195 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9199 // copy view into the screen texture
9200 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);
9201 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9203 else if (!r_bloomstate.texture_bloom)
9205 // we may still have to do view tint...
9206 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9208 // apply a color tint to the whole view
9209 R_ResetViewRendering2D();
9210 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9211 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9212 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9213 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9214 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9216 break; // no screen processing, no bloom, skip it
9219 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9221 // render simple bloom effect
9222 // copy the screen and shrink it and darken it for the bloom process
9223 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9224 // make the bloom texture
9225 R_Bloom_MakeTexture();
9228 #if _MSC_VER >= 1400
9229 #define sscanf sscanf_s
9231 memset(uservecs, 0, sizeof(uservecs));
9232 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9233 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9234 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9235 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9237 R_ResetViewRendering2D();
9238 GL_Color(1, 1, 1, 1);
9239 GL_BlendFunc(GL_ONE, GL_ZERO);
9241 switch(vid.renderpath)
9243 case RENDERPATH_GL20:
9244 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9245 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9246 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9247 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9248 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9249 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]);
9250 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9251 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]);
9252 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]);
9253 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]);
9254 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]);
9255 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9256 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9257 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9259 case RENDERPATH_CGGL:
9261 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9262 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9263 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9264 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9265 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9266 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
9267 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9268 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
9269 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
9270 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
9271 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
9272 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9273 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9274 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9277 case RENDERPATH_D3D9:
9279 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9280 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9281 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9282 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9283 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9284 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9285 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9286 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9287 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9288 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9289 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9290 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9291 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9292 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9293 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9296 case RENDERPATH_D3D10:
9297 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9299 case RENDERPATH_D3D11:
9300 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9305 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9306 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9308 case RENDERPATH_GL13:
9309 case RENDERPATH_GL11:
9310 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9312 // apply a color tint to the whole view
9313 R_ResetViewRendering2D();
9314 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9315 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9316 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9317 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9318 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9324 matrix4x4_t r_waterscrollmatrix;
9326 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9328 if (r_refdef.fog_density)
9330 r_refdef.fogcolor[0] = r_refdef.fog_red;
9331 r_refdef.fogcolor[1] = r_refdef.fog_green;
9332 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9334 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9335 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9336 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9337 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9341 VectorCopy(r_refdef.fogcolor, fogvec);
9342 // color.rgb *= ContrastBoost * SceneBrightness;
9343 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9344 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9345 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9346 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9351 void R_UpdateVariables(void)
9355 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9357 r_refdef.farclip = r_farclip_base.value;
9358 if (r_refdef.scene.worldmodel)
9359 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9360 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9362 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9363 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9364 r_refdef.polygonfactor = 0;
9365 r_refdef.polygonoffset = 0;
9366 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9367 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9369 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9370 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9371 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9372 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9373 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9374 if (r_showsurfaces.integer)
9376 r_refdef.scene.rtworld = false;
9377 r_refdef.scene.rtworldshadows = false;
9378 r_refdef.scene.rtdlight = false;
9379 r_refdef.scene.rtdlightshadows = false;
9380 r_refdef.lightmapintensity = 0;
9383 if (gamemode == GAME_NEHAHRA)
9385 if (gl_fogenable.integer)
9387 r_refdef.oldgl_fogenable = true;
9388 r_refdef.fog_density = gl_fogdensity.value;
9389 r_refdef.fog_red = gl_fogred.value;
9390 r_refdef.fog_green = gl_foggreen.value;
9391 r_refdef.fog_blue = gl_fogblue.value;
9392 r_refdef.fog_alpha = 1;
9393 r_refdef.fog_start = 0;
9394 r_refdef.fog_end = gl_skyclip.value;
9395 r_refdef.fog_height = 1<<30;
9396 r_refdef.fog_fadedepth = 128;
9398 else if (r_refdef.oldgl_fogenable)
9400 r_refdef.oldgl_fogenable = false;
9401 r_refdef.fog_density = 0;
9402 r_refdef.fog_red = 0;
9403 r_refdef.fog_green = 0;
9404 r_refdef.fog_blue = 0;
9405 r_refdef.fog_alpha = 0;
9406 r_refdef.fog_start = 0;
9407 r_refdef.fog_end = 0;
9408 r_refdef.fog_height = 1<<30;
9409 r_refdef.fog_fadedepth = 128;
9413 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9414 r_refdef.fog_start = max(0, r_refdef.fog_start);
9415 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9417 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9419 if (r_refdef.fog_density && r_drawfog.integer)
9421 r_refdef.fogenabled = true;
9422 // this is the point where the fog reaches 0.9986 alpha, which we
9423 // consider a good enough cutoff point for the texture
9424 // (0.9986 * 256 == 255.6)
9425 if (r_fog_exp2.integer)
9426 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9428 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9429 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9430 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9431 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9432 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9433 R_BuildFogHeightTexture();
9434 // fog color was already set
9435 // update the fog texture
9436 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)
9437 R_BuildFogTexture();
9438 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9439 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9442 r_refdef.fogenabled = false;
9444 switch(vid.renderpath)
9446 case RENDERPATH_GL20:
9447 case RENDERPATH_CGGL:
9448 case RENDERPATH_D3D9:
9449 case RENDERPATH_D3D10:
9450 case RENDERPATH_D3D11:
9451 if(v_glslgamma.integer && !vid_gammatables_trivial)
9453 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9455 // build GLSL gamma texture
9456 #define RAMPWIDTH 256
9457 unsigned short ramp[RAMPWIDTH * 3];
9458 unsigned char rampbgr[RAMPWIDTH][4];
9461 r_texture_gammaramps_serial = vid_gammatables_serial;
9463 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9464 for(i = 0; i < RAMPWIDTH; ++i)
9466 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9467 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9468 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9471 if (r_texture_gammaramps)
9473 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9477 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9483 // remove GLSL gamma texture
9486 case RENDERPATH_GL13:
9487 case RENDERPATH_GL11:
9492 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9493 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9499 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9500 if( scenetype != r_currentscenetype ) {
9501 // store the old scenetype
9502 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9503 r_currentscenetype = scenetype;
9504 // move in the new scene
9505 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9514 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9516 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9517 if( scenetype == r_currentscenetype ) {
9518 return &r_refdef.scene;
9520 return &r_scenes_store[ scenetype ];
9529 void R_RenderView(void)
9531 if (r_timereport_active)
9532 R_TimeReport("start");
9533 r_textureframe++; // used only by R_GetCurrentTexture
9534 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9536 if (!r_drawentities.integer)
9537 r_refdef.scene.numentities = 0;
9539 R_AnimCache_ClearCache();
9540 R_FrameData_NewFrame();
9542 if (r_refdef.view.isoverlay)
9544 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9545 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9546 R_TimeReport("depthclear");
9548 r_refdef.view.showdebug = false;
9550 r_waterstate.enabled = false;
9551 r_waterstate.numwaterplanes = 0;
9559 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9560 return; //Host_Error ("R_RenderView: NULL worldmodel");
9562 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9564 R_RenderView_UpdateViewVectors();
9566 R_Shadow_UpdateWorldLightSelection();
9568 R_Bloom_StartFrame();
9569 R_Water_StartFrame();
9572 if (r_timereport_active)
9573 R_TimeReport("viewsetup");
9575 R_ResetViewRendering3D();
9577 if (r_refdef.view.clear || r_refdef.fogenabled)
9579 R_ClearScreen(r_refdef.fogenabled);
9580 if (r_timereport_active)
9581 R_TimeReport("viewclear");
9583 r_refdef.view.clear = true;
9585 // this produces a bloom texture to be used in R_BlendView() later
9586 if (r_hdr.integer && r_bloomstate.bloomwidth)
9588 R_HDR_RenderBloomTexture();
9589 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9590 r_textureframe++; // used only by R_GetCurrentTexture
9593 r_refdef.view.showdebug = true;
9596 if (r_timereport_active)
9597 R_TimeReport("visibility");
9599 r_waterstate.numwaterplanes = 0;
9600 if (r_waterstate.enabled)
9601 R_RenderWaterPlanes();
9604 r_waterstate.numwaterplanes = 0;
9607 if (r_timereport_active)
9608 R_TimeReport("blendview");
9610 GL_Scissor(0, 0, vid.width, vid.height);
9611 GL_ScissorTest(false);
9615 void R_RenderWaterPlanes(void)
9617 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9619 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9620 if (r_timereport_active)
9621 R_TimeReport("waterworld");
9624 // don't let sound skip if going slow
9625 if (r_refdef.scene.extraupdate)
9628 R_DrawModelsAddWaterPlanes();
9629 if (r_timereport_active)
9630 R_TimeReport("watermodels");
9632 if (r_waterstate.numwaterplanes)
9634 R_Water_ProcessPlanes();
9635 if (r_timereport_active)
9636 R_TimeReport("waterscenes");
9640 extern void R_DrawLightningBeams (void);
9641 extern void VM_CL_AddPolygonsToMeshQueue (void);
9642 extern void R_DrawPortals (void);
9643 extern cvar_t cl_locs_show;
9644 static void R_DrawLocs(void);
9645 static void R_DrawEntityBBoxes(void);
9646 static void R_DrawModelDecals(void);
9647 extern void R_DrawModelShadows(void);
9648 extern void R_DrawModelShadowMaps(void);
9649 extern cvar_t cl_decals_newsystem;
9650 extern qboolean r_shadow_usingdeferredprepass;
9651 void R_RenderScene(void)
9653 qboolean shadowmapping = false;
9655 if (r_timereport_active)
9656 R_TimeReport("beginscene");
9658 r_refdef.stats.renders++;
9662 // don't let sound skip if going slow
9663 if (r_refdef.scene.extraupdate)
9666 R_MeshQueue_BeginScene();
9670 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);
9672 if (r_timereport_active)
9673 R_TimeReport("skystartframe");
9675 if (cl.csqc_vidvars.drawworld)
9677 // don't let sound skip if going slow
9678 if (r_refdef.scene.extraupdate)
9681 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9683 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9684 if (r_timereport_active)
9685 R_TimeReport("worldsky");
9688 if (R_DrawBrushModelsSky() && r_timereport_active)
9689 R_TimeReport("bmodelsky");
9691 if (skyrendermasked && skyrenderlater)
9693 // we have to force off the water clipping plane while rendering sky
9697 if (r_timereport_active)
9698 R_TimeReport("sky");
9702 R_AnimCache_CacheVisibleEntities();
9703 if (r_timereport_active)
9704 R_TimeReport("animation");
9706 R_Shadow_PrepareLights();
9707 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9708 R_Shadow_PrepareModelShadows();
9709 if (r_timereport_active)
9710 R_TimeReport("preparelights");
9712 if (R_Shadow_ShadowMappingEnabled())
9713 shadowmapping = true;
9715 if (r_shadow_usingdeferredprepass)
9716 R_Shadow_DrawPrepass();
9718 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9720 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9721 if (r_timereport_active)
9722 R_TimeReport("worlddepth");
9724 if (r_depthfirst.integer >= 2)
9726 R_DrawModelsDepth();
9727 if (r_timereport_active)
9728 R_TimeReport("modeldepth");
9731 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9733 R_DrawModelShadowMaps();
9734 R_ResetViewRendering3D();
9735 // don't let sound skip if going slow
9736 if (r_refdef.scene.extraupdate)
9740 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9742 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9743 if (r_timereport_active)
9744 R_TimeReport("world");
9747 // don't let sound skip if going slow
9748 if (r_refdef.scene.extraupdate)
9752 if (r_timereport_active)
9753 R_TimeReport("models");
9755 // don't let sound skip if going slow
9756 if (r_refdef.scene.extraupdate)
9759 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9761 R_DrawModelShadows();
9762 R_ResetViewRendering3D();
9763 // don't let sound skip if going slow
9764 if (r_refdef.scene.extraupdate)
9768 if (!r_shadow_usingdeferredprepass)
9770 R_Shadow_DrawLights();
9771 if (r_timereport_active)
9772 R_TimeReport("rtlights");
9775 // don't let sound skip if going slow
9776 if (r_refdef.scene.extraupdate)
9779 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9781 R_DrawModelShadows();
9782 R_ResetViewRendering3D();
9783 // don't let sound skip if going slow
9784 if (r_refdef.scene.extraupdate)
9788 if (cl.csqc_vidvars.drawworld)
9790 if (cl_decals_newsystem.integer)
9792 R_DrawModelDecals();
9793 if (r_timereport_active)
9794 R_TimeReport("modeldecals");
9799 if (r_timereport_active)
9800 R_TimeReport("decals");
9804 if (r_timereport_active)
9805 R_TimeReport("particles");
9808 if (r_timereport_active)
9809 R_TimeReport("explosions");
9811 R_DrawLightningBeams();
9812 if (r_timereport_active)
9813 R_TimeReport("lightning");
9816 VM_CL_AddPolygonsToMeshQueue();
9818 if (r_refdef.view.showdebug)
9820 if (cl_locs_show.integer)
9823 if (r_timereport_active)
9824 R_TimeReport("showlocs");
9827 if (r_drawportals.integer)
9830 if (r_timereport_active)
9831 R_TimeReport("portals");
9834 if (r_showbboxes.value > 0)
9836 R_DrawEntityBBoxes();
9837 if (r_timereport_active)
9838 R_TimeReport("bboxes");
9842 R_MeshQueue_RenderTransparent();
9843 if (r_timereport_active)
9844 R_TimeReport("drawtrans");
9846 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))
9848 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9849 if (r_timereport_active)
9850 R_TimeReport("worlddebug");
9851 R_DrawModelsDebug();
9852 if (r_timereport_active)
9853 R_TimeReport("modeldebug");
9856 if (cl.csqc_vidvars.drawworld)
9858 R_Shadow_DrawCoronas();
9859 if (r_timereport_active)
9860 R_TimeReport("coronas");
9863 // don't let sound skip if going slow
9864 if (r_refdef.scene.extraupdate)
9867 R_ResetViewRendering2D();
9870 static const unsigned short bboxelements[36] =
9880 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9883 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9885 RSurf_ActiveWorldEntity();
9887 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9888 GL_DepthMask(false);
9889 GL_DepthRange(0, 1);
9890 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9891 R_Mesh_ResetTextureState();
9893 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9894 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9895 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9896 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9897 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9898 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9899 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9900 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9901 R_FillColors(color4f, 8, cr, cg, cb, ca);
9902 if (r_refdef.fogenabled)
9904 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9906 f1 = RSurf_FogVertex(v);
9908 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9909 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9910 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9913 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9914 R_Mesh_ResetTextureState();
9915 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9916 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9919 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9923 prvm_edict_t *edict;
9924 prvm_prog_t *prog_save = prog;
9926 // this function draws bounding boxes of server entities
9930 GL_CullFace(GL_NONE);
9931 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9935 for (i = 0;i < numsurfaces;i++)
9937 edict = PRVM_EDICT_NUM(surfacelist[i]);
9938 switch ((int)edict->fields.server->solid)
9940 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9941 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9942 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9943 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9944 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9945 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9947 color[3] *= r_showbboxes.value;
9948 color[3] = bound(0, color[3], 1);
9949 GL_DepthTest(!r_showdisabledepthtest.integer);
9950 GL_CullFace(r_refdef.view.cullface_front);
9951 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9957 static void R_DrawEntityBBoxes(void)
9960 prvm_edict_t *edict;
9962 prvm_prog_t *prog_save = prog;
9964 // this function draws bounding boxes of server entities
9970 for (i = 0;i < prog->num_edicts;i++)
9972 edict = PRVM_EDICT_NUM(i);
9973 if (edict->priv.server->free)
9975 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9976 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9978 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9980 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9981 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9987 static const int nomodelelement3i[24] =
9999 static const unsigned short nomodelelement3s[24] =
10011 static const float nomodelvertex3f[6*3] =
10021 static const float nomodelcolor4f[6*4] =
10023 0.0f, 0.0f, 0.5f, 1.0f,
10024 0.0f, 0.0f, 0.5f, 1.0f,
10025 0.0f, 0.5f, 0.0f, 1.0f,
10026 0.0f, 0.5f, 0.0f, 1.0f,
10027 0.5f, 0.0f, 0.0f, 1.0f,
10028 0.5f, 0.0f, 0.0f, 1.0f
10031 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10035 float color4f[6*4];
10037 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);
10039 // this is only called once per entity so numsurfaces is always 1, and
10040 // surfacelist is always {0}, so this code does not handle batches
10042 if (rsurface.ent_flags & RENDER_ADDITIVE)
10044 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10045 GL_DepthMask(false);
10047 else if (rsurface.colormod[3] < 1)
10049 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10050 GL_DepthMask(false);
10054 GL_BlendFunc(GL_ONE, GL_ZERO);
10055 GL_DepthMask(true);
10057 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10058 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10059 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10060 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10061 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10062 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10063 for (i = 0, c = color4f;i < 6;i++, c += 4)
10065 c[0] *= rsurface.colormod[0];
10066 c[1] *= rsurface.colormod[1];
10067 c[2] *= rsurface.colormod[2];
10068 c[3] *= rsurface.colormod[3];
10070 if (r_refdef.fogenabled)
10072 for (i = 0, c = color4f;i < 6;i++, c += 4)
10074 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10076 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10077 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10078 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10081 R_Mesh_ResetTextureState();
10082 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10083 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10086 void R_DrawNoModel(entity_render_t *ent)
10089 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10090 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10091 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10093 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10096 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10098 vec3_t right1, right2, diff, normal;
10100 VectorSubtract (org2, org1, normal);
10102 // calculate 'right' vector for start
10103 VectorSubtract (r_refdef.view.origin, org1, diff);
10104 CrossProduct (normal, diff, right1);
10105 VectorNormalize (right1);
10107 // calculate 'right' vector for end
10108 VectorSubtract (r_refdef.view.origin, org2, diff);
10109 CrossProduct (normal, diff, right2);
10110 VectorNormalize (right2);
10112 vert[ 0] = org1[0] + width * right1[0];
10113 vert[ 1] = org1[1] + width * right1[1];
10114 vert[ 2] = org1[2] + width * right1[2];
10115 vert[ 3] = org1[0] - width * right1[0];
10116 vert[ 4] = org1[1] - width * right1[1];
10117 vert[ 5] = org1[2] - width * right1[2];
10118 vert[ 6] = org2[0] - width * right2[0];
10119 vert[ 7] = org2[1] - width * right2[1];
10120 vert[ 8] = org2[2] - width * right2[2];
10121 vert[ 9] = org2[0] + width * right2[0];
10122 vert[10] = org2[1] + width * right2[1];
10123 vert[11] = org2[2] + width * right2[2];
10126 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)
10128 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10129 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10130 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10131 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10132 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10133 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10134 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10135 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10136 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10137 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10138 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10139 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10142 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10147 VectorSet(v, x, y, z);
10148 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10149 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10151 if (i == mesh->numvertices)
10153 if (mesh->numvertices < mesh->maxvertices)
10155 VectorCopy(v, vertex3f);
10156 mesh->numvertices++;
10158 return mesh->numvertices;
10164 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10167 int *e, element[3];
10168 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10169 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10170 e = mesh->element3i + mesh->numtriangles * 3;
10171 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10173 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10174 if (mesh->numtriangles < mesh->maxtriangles)
10179 mesh->numtriangles++;
10181 element[1] = element[2];
10185 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10188 int *e, element[3];
10189 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10190 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10191 e = mesh->element3i + mesh->numtriangles * 3;
10192 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10194 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10195 if (mesh->numtriangles < mesh->maxtriangles)
10200 mesh->numtriangles++;
10202 element[1] = element[2];
10206 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10207 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10209 int planenum, planenum2;
10212 mplane_t *plane, *plane2;
10214 double temppoints[2][256*3];
10215 // figure out how large a bounding box we need to properly compute this brush
10217 for (w = 0;w < numplanes;w++)
10218 maxdist = max(maxdist, fabs(planes[w].dist));
10219 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10220 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10221 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10225 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10226 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10228 if (planenum2 == planenum)
10230 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);
10233 if (tempnumpoints < 3)
10235 // generate elements forming a triangle fan for this polygon
10236 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10240 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)
10242 texturelayer_t *layer;
10243 layer = t->currentlayers + t->currentnumlayers++;
10244 layer->type = type;
10245 layer->depthmask = depthmask;
10246 layer->blendfunc1 = blendfunc1;
10247 layer->blendfunc2 = blendfunc2;
10248 layer->texture = texture;
10249 layer->texmatrix = *matrix;
10250 layer->color[0] = r;
10251 layer->color[1] = g;
10252 layer->color[2] = b;
10253 layer->color[3] = a;
10256 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10258 if(parms[0] == 0 && parms[1] == 0)
10260 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10261 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10266 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10269 index = parms[2] + r_refdef.scene.time * parms[3];
10270 index -= floor(index);
10271 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10274 case Q3WAVEFUNC_NONE:
10275 case Q3WAVEFUNC_NOISE:
10276 case Q3WAVEFUNC_COUNT:
10279 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10280 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10281 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10282 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10283 case Q3WAVEFUNC_TRIANGLE:
10285 f = index - floor(index);
10288 else if (index < 2)
10290 else if (index < 3)
10296 f = parms[0] + parms[1] * f;
10297 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10298 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10302 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10307 matrix4x4_t matrix, temp;
10308 switch(tcmod->tcmod)
10310 case Q3TCMOD_COUNT:
10312 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10313 matrix = r_waterscrollmatrix;
10315 matrix = identitymatrix;
10317 case Q3TCMOD_ENTITYTRANSLATE:
10318 // this is used in Q3 to allow the gamecode to control texcoord
10319 // scrolling on the entity, which is not supported in darkplaces yet.
10320 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10322 case Q3TCMOD_ROTATE:
10323 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10324 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10325 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10327 case Q3TCMOD_SCALE:
10328 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10330 case Q3TCMOD_SCROLL:
10331 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10333 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10334 w = (int) tcmod->parms[0];
10335 h = (int) tcmod->parms[1];
10336 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10338 idx = (int) floor(f * w * h);
10339 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10341 case Q3TCMOD_STRETCH:
10342 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10343 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10345 case Q3TCMOD_TRANSFORM:
10346 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10347 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10348 VectorSet(tcmat + 6, 0 , 0 , 1);
10349 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10350 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10352 case Q3TCMOD_TURBULENT:
10353 // this is handled in the RSurf_PrepareVertices function
10354 matrix = identitymatrix;
10358 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10361 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10363 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10364 char name[MAX_QPATH];
10365 skinframe_t *skinframe;
10366 unsigned char pixels[296*194];
10367 strlcpy(cache->name, skinname, sizeof(cache->name));
10368 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10369 if (developer_loading.integer)
10370 Con_Printf("loading %s\n", name);
10371 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10372 if (!skinframe || !skinframe->base)
10375 fs_offset_t filesize;
10377 f = FS_LoadFile(name, tempmempool, true, &filesize);
10380 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10381 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10385 cache->skinframe = skinframe;
10388 texture_t *R_GetCurrentTexture(texture_t *t)
10391 const entity_render_t *ent = rsurface.entity;
10392 dp_model_t *model = ent->model;
10393 q3shaderinfo_layer_tcmod_t *tcmod;
10395 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10396 return t->currentframe;
10397 t->update_lastrenderframe = r_textureframe;
10398 t->update_lastrenderentity = (void *)ent;
10400 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10401 t->camera_entity = ent->entitynumber;
10403 t->camera_entity = 0;
10405 // switch to an alternate material if this is a q1bsp animated material
10407 texture_t *texture = t;
10408 int s = rsurface.ent_skinnum;
10409 if ((unsigned int)s >= (unsigned int)model->numskins)
10411 if (model->skinscenes)
10413 if (model->skinscenes[s].framecount > 1)
10414 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10416 s = model->skinscenes[s].firstframe;
10419 t = t + s * model->num_surfaces;
10422 // use an alternate animation if the entity's frame is not 0,
10423 // and only if the texture has an alternate animation
10424 if (rsurface.ent_alttextures && t->anim_total[1])
10425 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10427 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10429 texture->currentframe = t;
10432 // update currentskinframe to be a qw skin or animation frame
10433 if (rsurface.ent_qwskin >= 0)
10435 i = rsurface.ent_qwskin;
10436 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10438 r_qwskincache_size = cl.maxclients;
10440 Mem_Free(r_qwskincache);
10441 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10443 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10444 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10445 t->currentskinframe = r_qwskincache[i].skinframe;
10446 if (t->currentskinframe == NULL)
10447 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10449 else if (t->numskinframes >= 2)
10450 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10451 if (t->backgroundnumskinframes >= 2)
10452 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10454 t->currentmaterialflags = t->basematerialflags;
10455 t->currentalpha = rsurface.colormod[3];
10456 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10457 t->currentalpha *= r_wateralpha.value;
10458 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10459 t->currentalpha *= t->r_water_wateralpha;
10460 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10461 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10462 if (!(rsurface.ent_flags & RENDER_LIGHT))
10463 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10464 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10466 // pick a model lighting mode
10467 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10468 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10470 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10472 if (rsurface.ent_flags & RENDER_ADDITIVE)
10473 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10474 else if (t->currentalpha < 1)
10475 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10476 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10477 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10478 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10479 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10480 if (t->backgroundnumskinframes)
10481 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10482 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10484 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10485 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10488 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10489 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10490 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10492 // there is no tcmod
10493 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10495 t->currenttexmatrix = r_waterscrollmatrix;
10496 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10498 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10500 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10501 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10504 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10505 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10506 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10507 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10509 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10510 if (t->currentskinframe->qpixels)
10511 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10512 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10513 if (!t->basetexture)
10514 t->basetexture = r_texture_notexture;
10515 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10516 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10517 t->nmaptexture = t->currentskinframe->nmap;
10518 if (!t->nmaptexture)
10519 t->nmaptexture = r_texture_blanknormalmap;
10520 t->glosstexture = r_texture_black;
10521 t->glowtexture = t->currentskinframe->glow;
10522 t->fogtexture = t->currentskinframe->fog;
10523 t->reflectmasktexture = t->currentskinframe->reflect;
10524 if (t->backgroundnumskinframes)
10526 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10527 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10528 t->backgroundglosstexture = r_texture_black;
10529 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10530 if (!t->backgroundnmaptexture)
10531 t->backgroundnmaptexture = r_texture_blanknormalmap;
10535 t->backgroundbasetexture = r_texture_white;
10536 t->backgroundnmaptexture = r_texture_blanknormalmap;
10537 t->backgroundglosstexture = r_texture_black;
10538 t->backgroundglowtexture = NULL;
10540 t->specularpower = r_shadow_glossexponent.value;
10541 // TODO: store reference values for these in the texture?
10542 t->specularscale = 0;
10543 if (r_shadow_gloss.integer > 0)
10545 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10547 if (r_shadow_glossintensity.value > 0)
10549 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10550 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10551 t->specularscale = r_shadow_glossintensity.value;
10554 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10556 t->glosstexture = r_texture_white;
10557 t->backgroundglosstexture = r_texture_white;
10558 t->specularscale = r_shadow_gloss2intensity.value;
10559 t->specularpower = r_shadow_gloss2exponent.value;
10562 t->specularscale *= t->specularscalemod;
10563 t->specularpower *= t->specularpowermod;
10565 // lightmaps mode looks bad with dlights using actual texturing, so turn
10566 // off the colormap and glossmap, but leave the normalmap on as it still
10567 // accurately represents the shading involved
10568 if (gl_lightmaps.integer)
10570 t->basetexture = r_texture_grey128;
10571 t->pantstexture = r_texture_black;
10572 t->shirttexture = r_texture_black;
10573 t->nmaptexture = r_texture_blanknormalmap;
10574 t->glosstexture = r_texture_black;
10575 t->glowtexture = NULL;
10576 t->fogtexture = NULL;
10577 t->reflectmasktexture = NULL;
10578 t->backgroundbasetexture = NULL;
10579 t->backgroundnmaptexture = r_texture_blanknormalmap;
10580 t->backgroundglosstexture = r_texture_black;
10581 t->backgroundglowtexture = NULL;
10582 t->specularscale = 0;
10583 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10586 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10587 VectorClear(t->dlightcolor);
10588 t->currentnumlayers = 0;
10589 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10591 int blendfunc1, blendfunc2;
10592 qboolean depthmask;
10593 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10595 blendfunc1 = GL_SRC_ALPHA;
10596 blendfunc2 = GL_ONE;
10598 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10600 blendfunc1 = GL_SRC_ALPHA;
10601 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10603 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10605 blendfunc1 = t->customblendfunc[0];
10606 blendfunc2 = t->customblendfunc[1];
10610 blendfunc1 = GL_ONE;
10611 blendfunc2 = GL_ZERO;
10613 // don't colormod evilblend textures
10614 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10615 VectorSet(t->lightmapcolor, 1, 1, 1);
10616 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10617 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10619 // fullbright is not affected by r_refdef.lightmapintensity
10620 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]);
10621 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10622 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]);
10623 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10624 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]);
10628 vec3_t ambientcolor;
10630 // set the color tint used for lights affecting this surface
10631 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10633 // q3bsp has no lightmap updates, so the lightstylevalue that
10634 // would normally be baked into the lightmap must be
10635 // applied to the color
10636 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10637 if (model->type == mod_brushq3)
10638 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10639 colorscale *= r_refdef.lightmapintensity;
10640 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10641 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10642 // basic lit geometry
10643 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]);
10644 // add pants/shirt if needed
10645 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10646 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]);
10647 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10648 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]);
10649 // now add ambient passes if needed
10650 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10652 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]);
10653 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10654 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]);
10655 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10656 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]);
10659 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10660 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]);
10661 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10663 // if this is opaque use alpha blend which will darken the earlier
10666 // if this is an alpha blended material, all the earlier passes
10667 // were darkened by fog already, so we only need to add the fog
10668 // color ontop through the fog mask texture
10670 // if this is an additive blended material, all the earlier passes
10671 // were darkened by fog already, and we should not add fog color
10672 // (because the background was not darkened, there is no fog color
10673 // that was lost behind it).
10674 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]);
10678 return t->currentframe;
10681 rsurfacestate_t rsurface;
10683 void R_Mesh_ResizeArrays(int newvertices)
10685 unsigned char *base;
10687 if (rsurface.array_size >= newvertices)
10689 if (rsurface.array_base)
10690 Mem_Free(rsurface.array_base);
10691 rsurface.array_size = (newvertices + 1023) & ~1023;
10693 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10694 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10695 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10696 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10697 size += rsurface.array_size * sizeof(float[3]);
10698 size += rsurface.array_size * sizeof(float[3]);
10699 size += rsurface.array_size * sizeof(float[3]);
10700 size += rsurface.array_size * sizeof(float[3]);
10701 size += rsurface.array_size * sizeof(float[3]);
10702 size += rsurface.array_size * sizeof(float[3]);
10703 size += rsurface.array_size * sizeof(float[3]);
10704 size += rsurface.array_size * sizeof(float[3]);
10705 size += rsurface.array_size * sizeof(float[4]);
10706 size += rsurface.array_size * sizeof(float[2]);
10707 size += rsurface.array_size * sizeof(float[2]);
10708 size += rsurface.array_size * sizeof(float[4]);
10709 size += rsurface.array_size * sizeof(int[3]);
10710 size += rsurface.array_size * sizeof(unsigned short[3]);
10711 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10712 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10713 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10714 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10715 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10716 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10717 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10718 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10719 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10720 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10721 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10722 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10723 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10724 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10725 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10726 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10727 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10728 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10729 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10732 void RSurf_ActiveWorldEntity(void)
10734 dp_model_t *model = r_refdef.scene.worldmodel;
10735 //if (rsurface.entity == r_refdef.scene.worldentity)
10737 rsurface.entity = r_refdef.scene.worldentity;
10738 rsurface.skeleton = NULL;
10739 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10740 rsurface.ent_skinnum = 0;
10741 rsurface.ent_qwskin = -1;
10742 rsurface.ent_shadertime = 0;
10743 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10744 if (rsurface.array_size < model->surfmesh.num_vertices)
10745 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10746 rsurface.matrix = identitymatrix;
10747 rsurface.inversematrix = identitymatrix;
10748 rsurface.matrixscale = 1;
10749 rsurface.inversematrixscale = 1;
10750 R_EntityMatrix(&identitymatrix);
10751 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10752 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10753 rsurface.fograngerecip = r_refdef.fograngerecip;
10754 rsurface.fogheightfade = r_refdef.fogheightfade;
10755 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10756 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10757 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10758 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10759 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10760 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10761 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10762 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10763 rsurface.colormod[3] = 1;
10764 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);
10765 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10766 rsurface.frameblend[0].lerp = 1;
10767 rsurface.ent_alttextures = false;
10768 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10769 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10770 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10771 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10772 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10773 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10774 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10775 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10776 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10777 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10778 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10779 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10780 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10781 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10782 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10783 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10784 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10785 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10786 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10787 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10788 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10789 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10790 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10791 rsurface.modelelement3i = model->surfmesh.data_element3i;
10792 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10793 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10794 rsurface.modelelement3s = model->surfmesh.data_element3s;
10795 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10796 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10797 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10798 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10799 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10800 rsurface.modelsurfaces = model->data_surfaces;
10801 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10802 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10803 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10804 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10805 rsurface.modelgeneratedvertex = false;
10806 rsurface.batchgeneratedvertex = false;
10807 rsurface.batchfirstvertex = 0;
10808 rsurface.batchnumvertices = 0;
10809 rsurface.batchfirsttriangle = 0;
10810 rsurface.batchnumtriangles = 0;
10811 rsurface.batchvertex3f = NULL;
10812 rsurface.batchvertex3f_vertexbuffer = NULL;
10813 rsurface.batchvertex3f_bufferoffset = 0;
10814 rsurface.batchsvector3f = NULL;
10815 rsurface.batchsvector3f_vertexbuffer = NULL;
10816 rsurface.batchsvector3f_bufferoffset = 0;
10817 rsurface.batchtvector3f = NULL;
10818 rsurface.batchtvector3f_vertexbuffer = NULL;
10819 rsurface.batchtvector3f_bufferoffset = 0;
10820 rsurface.batchnormal3f = NULL;
10821 rsurface.batchnormal3f_vertexbuffer = NULL;
10822 rsurface.batchnormal3f_bufferoffset = 0;
10823 rsurface.batchlightmapcolor4f = NULL;
10824 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10825 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10826 rsurface.batchtexcoordtexture2f = NULL;
10827 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10828 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10829 rsurface.batchtexcoordlightmap2f = NULL;
10830 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10831 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10832 rsurface.batchvertexmesh = NULL;
10833 rsurface.batchvertexmeshbuffer = NULL;
10834 rsurface.batchvertexposition = NULL;
10835 rsurface.batchvertexpositionbuffer = NULL;
10836 rsurface.batchelement3i = NULL;
10837 rsurface.batchelement3i_indexbuffer = NULL;
10838 rsurface.batchelement3i_bufferoffset = 0;
10839 rsurface.batchelement3s = NULL;
10840 rsurface.batchelement3s_indexbuffer = NULL;
10841 rsurface.batchelement3s_bufferoffset = 0;
10842 rsurface.passcolor4f = NULL;
10843 rsurface.passcolor4f_vertexbuffer = NULL;
10844 rsurface.passcolor4f_bufferoffset = 0;
10847 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10849 dp_model_t *model = ent->model;
10850 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10852 rsurface.entity = (entity_render_t *)ent;
10853 rsurface.skeleton = ent->skeleton;
10854 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10855 rsurface.ent_skinnum = ent->skinnum;
10856 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;
10857 rsurface.ent_shadertime = ent->shadertime;
10858 rsurface.ent_flags = ent->flags;
10859 if (rsurface.array_size < model->surfmesh.num_vertices)
10860 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10861 rsurface.matrix = ent->matrix;
10862 rsurface.inversematrix = ent->inversematrix;
10863 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10864 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10865 R_EntityMatrix(&rsurface.matrix);
10866 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10867 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10868 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10869 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10870 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10871 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10872 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10873 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10874 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10875 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10876 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10877 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10878 rsurface.colormod[3] = ent->alpha;
10879 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10880 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10881 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10882 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10883 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10884 if (ent->model->brush.submodel && !prepass)
10886 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10887 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10889 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10891 if (ent->animcache_vertex3f && !r_framedata_failed)
10893 rsurface.modelvertex3f = ent->animcache_vertex3f;
10894 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10895 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10896 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10897 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10898 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10899 rsurface.modelvertexposition = ent->animcache_vertexposition;
10900 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10902 else if (wanttangents)
10904 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10905 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10906 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10907 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10908 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10909 rsurface.modelvertexmesh = NULL;
10910 rsurface.modelvertexmeshbuffer = NULL;
10911 rsurface.modelvertexposition = NULL;
10912 rsurface.modelvertexpositionbuffer = NULL;
10914 else if (wantnormals)
10916 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10917 rsurface.modelsvector3f = NULL;
10918 rsurface.modeltvector3f = NULL;
10919 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10920 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10921 rsurface.modelvertexmesh = NULL;
10922 rsurface.modelvertexmeshbuffer = NULL;
10923 rsurface.modelvertexposition = NULL;
10924 rsurface.modelvertexpositionbuffer = NULL;
10928 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10929 rsurface.modelsvector3f = NULL;
10930 rsurface.modeltvector3f = NULL;
10931 rsurface.modelnormal3f = NULL;
10932 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10933 rsurface.modelvertexmesh = NULL;
10934 rsurface.modelvertexmeshbuffer = NULL;
10935 rsurface.modelvertexposition = NULL;
10936 rsurface.modelvertexpositionbuffer = NULL;
10938 rsurface.modelvertex3f_vertexbuffer = 0;
10939 rsurface.modelvertex3f_bufferoffset = 0;
10940 rsurface.modelsvector3f_vertexbuffer = 0;
10941 rsurface.modelsvector3f_bufferoffset = 0;
10942 rsurface.modeltvector3f_vertexbuffer = 0;
10943 rsurface.modeltvector3f_bufferoffset = 0;
10944 rsurface.modelnormal3f_vertexbuffer = 0;
10945 rsurface.modelnormal3f_bufferoffset = 0;
10946 rsurface.modelgeneratedvertex = true;
10950 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10951 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10952 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10953 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10954 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10955 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10956 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10957 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10958 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10959 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10960 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10961 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10962 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10963 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10964 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10965 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10966 rsurface.modelgeneratedvertex = false;
10968 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10969 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10970 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10971 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10972 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10973 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10974 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10975 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10976 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10977 rsurface.modelelement3i = model->surfmesh.data_element3i;
10978 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10979 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10980 rsurface.modelelement3s = model->surfmesh.data_element3s;
10981 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10982 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10983 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10984 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10985 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10986 rsurface.modelsurfaces = model->data_surfaces;
10987 rsurface.batchgeneratedvertex = false;
10988 rsurface.batchfirstvertex = 0;
10989 rsurface.batchnumvertices = 0;
10990 rsurface.batchfirsttriangle = 0;
10991 rsurface.batchnumtriangles = 0;
10992 rsurface.batchvertex3f = NULL;
10993 rsurface.batchvertex3f_vertexbuffer = NULL;
10994 rsurface.batchvertex3f_bufferoffset = 0;
10995 rsurface.batchsvector3f = NULL;
10996 rsurface.batchsvector3f_vertexbuffer = NULL;
10997 rsurface.batchsvector3f_bufferoffset = 0;
10998 rsurface.batchtvector3f = NULL;
10999 rsurface.batchtvector3f_vertexbuffer = NULL;
11000 rsurface.batchtvector3f_bufferoffset = 0;
11001 rsurface.batchnormal3f = NULL;
11002 rsurface.batchnormal3f_vertexbuffer = NULL;
11003 rsurface.batchnormal3f_bufferoffset = 0;
11004 rsurface.batchlightmapcolor4f = NULL;
11005 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11006 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11007 rsurface.batchtexcoordtexture2f = NULL;
11008 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11009 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11010 rsurface.batchtexcoordlightmap2f = NULL;
11011 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11012 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11013 rsurface.batchvertexmesh = NULL;
11014 rsurface.batchvertexmeshbuffer = NULL;
11015 rsurface.batchvertexposition = NULL;
11016 rsurface.batchvertexpositionbuffer = NULL;
11017 rsurface.batchelement3i = NULL;
11018 rsurface.batchelement3i_indexbuffer = NULL;
11019 rsurface.batchelement3i_bufferoffset = 0;
11020 rsurface.batchelement3s = NULL;
11021 rsurface.batchelement3s_indexbuffer = NULL;
11022 rsurface.batchelement3s_bufferoffset = 0;
11023 rsurface.passcolor4f = NULL;
11024 rsurface.passcolor4f_vertexbuffer = NULL;
11025 rsurface.passcolor4f_bufferoffset = 0;
11028 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)
11032 rsurface.entity = r_refdef.scene.worldentity;
11033 rsurface.skeleton = NULL;
11034 rsurface.ent_skinnum = 0;
11035 rsurface.ent_qwskin = -1;
11036 rsurface.ent_shadertime = shadertime;
11037 rsurface.ent_flags = entflags;
11038 rsurface.modelnumvertices = numvertices;
11039 rsurface.modelnumtriangles = numtriangles;
11040 if (rsurface.array_size < rsurface.modelnumvertices)
11041 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11042 rsurface.matrix = *matrix;
11043 rsurface.inversematrix = *inversematrix;
11044 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11045 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11046 R_EntityMatrix(&rsurface.matrix);
11047 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11048 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11049 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11050 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11051 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11052 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11053 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11054 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11055 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11056 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11057 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11058 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11059 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);
11060 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11061 rsurface.frameblend[0].lerp = 1;
11062 rsurface.ent_alttextures = false;
11063 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11064 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11067 rsurface.modelvertex3f = vertex3f;
11068 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11069 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11070 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11072 else if (wantnormals)
11074 rsurface.modelvertex3f = vertex3f;
11075 rsurface.modelsvector3f = NULL;
11076 rsurface.modeltvector3f = NULL;
11077 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11081 rsurface.modelvertex3f = vertex3f;
11082 rsurface.modelsvector3f = NULL;
11083 rsurface.modeltvector3f = NULL;
11084 rsurface.modelnormal3f = NULL;
11086 rsurface.modelvertexmesh = NULL;
11087 rsurface.modelvertexmeshbuffer = NULL;
11088 rsurface.modelvertexposition = NULL;
11089 rsurface.modelvertexpositionbuffer = NULL;
11090 rsurface.modelvertex3f_vertexbuffer = 0;
11091 rsurface.modelvertex3f_bufferoffset = 0;
11092 rsurface.modelsvector3f_vertexbuffer = 0;
11093 rsurface.modelsvector3f_bufferoffset = 0;
11094 rsurface.modeltvector3f_vertexbuffer = 0;
11095 rsurface.modeltvector3f_bufferoffset = 0;
11096 rsurface.modelnormal3f_vertexbuffer = 0;
11097 rsurface.modelnormal3f_bufferoffset = 0;
11098 rsurface.modelgeneratedvertex = true;
11099 rsurface.modellightmapcolor4f = color4f;
11100 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11101 rsurface.modellightmapcolor4f_bufferoffset = 0;
11102 rsurface.modeltexcoordtexture2f = texcoord2f;
11103 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11104 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11105 rsurface.modeltexcoordlightmap2f = NULL;
11106 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11107 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11108 rsurface.modelelement3i = element3i;
11109 rsurface.modelelement3i_indexbuffer = NULL;
11110 rsurface.modelelement3i_bufferoffset = 0;
11111 rsurface.modelelement3s = element3s;
11112 rsurface.modelelement3s_indexbuffer = NULL;
11113 rsurface.modelelement3s_bufferoffset = 0;
11114 rsurface.modellightmapoffsets = NULL;
11115 rsurface.modelsurfaces = NULL;
11116 rsurface.batchgeneratedvertex = false;
11117 rsurface.batchfirstvertex = 0;
11118 rsurface.batchnumvertices = 0;
11119 rsurface.batchfirsttriangle = 0;
11120 rsurface.batchnumtriangles = 0;
11121 rsurface.batchvertex3f = NULL;
11122 rsurface.batchvertex3f_vertexbuffer = NULL;
11123 rsurface.batchvertex3f_bufferoffset = 0;
11124 rsurface.batchsvector3f = NULL;
11125 rsurface.batchsvector3f_vertexbuffer = NULL;
11126 rsurface.batchsvector3f_bufferoffset = 0;
11127 rsurface.batchtvector3f = NULL;
11128 rsurface.batchtvector3f_vertexbuffer = NULL;
11129 rsurface.batchtvector3f_bufferoffset = 0;
11130 rsurface.batchnormal3f = NULL;
11131 rsurface.batchnormal3f_vertexbuffer = NULL;
11132 rsurface.batchnormal3f_bufferoffset = 0;
11133 rsurface.batchlightmapcolor4f = NULL;
11134 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11135 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11136 rsurface.batchtexcoordtexture2f = NULL;
11137 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11138 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11139 rsurface.batchtexcoordlightmap2f = NULL;
11140 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11141 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11142 rsurface.batchvertexmesh = NULL;
11143 rsurface.batchvertexmeshbuffer = NULL;
11144 rsurface.batchvertexposition = NULL;
11145 rsurface.batchvertexpositionbuffer = NULL;
11146 rsurface.batchelement3i = NULL;
11147 rsurface.batchelement3i_indexbuffer = NULL;
11148 rsurface.batchelement3i_bufferoffset = 0;
11149 rsurface.batchelement3s = NULL;
11150 rsurface.batchelement3s_indexbuffer = NULL;
11151 rsurface.batchelement3s_bufferoffset = 0;
11152 rsurface.passcolor4f = NULL;
11153 rsurface.passcolor4f_vertexbuffer = NULL;
11154 rsurface.passcolor4f_bufferoffset = 0;
11156 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11158 if ((wantnormals || wanttangents) && !normal3f)
11160 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11161 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11163 if (wanttangents && !svector3f)
11165 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11166 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11167 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11171 // now convert arrays into vertexmesh structs
11172 for (i = 0;i < numvertices;i++)
11174 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11175 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11176 if (rsurface.modelsvector3f)
11177 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11178 if (rsurface.modeltvector3f)
11179 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11180 if (rsurface.modelnormal3f)
11181 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11182 if (rsurface.modellightmapcolor4f)
11183 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11184 if (rsurface.modeltexcoordtexture2f)
11185 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11186 if (rsurface.modeltexcoordlightmap2f)
11187 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11191 float RSurf_FogPoint(const float *v)
11193 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11194 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11195 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11196 float FogHeightFade = r_refdef.fogheightfade;
11198 unsigned int fogmasktableindex;
11199 if (r_refdef.fogplaneviewabove)
11200 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11202 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11203 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11204 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11207 float RSurf_FogVertex(const float *v)
11209 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11210 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11211 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11212 float FogHeightFade = rsurface.fogheightfade;
11214 unsigned int fogmasktableindex;
11215 if (r_refdef.fogplaneviewabove)
11216 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11218 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11219 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11220 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11223 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11226 for (i = 0;i < numelements;i++)
11227 outelement3i[i] = inelement3i[i] + adjust;
11230 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11231 extern cvar_t gl_vbo;
11232 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11240 int surfacefirsttriangle;
11241 int surfacenumtriangles;
11242 int surfacefirstvertex;
11243 int surfaceendvertex;
11244 int surfacenumvertices;
11245 int surfaceadjustvertex;
11249 qboolean dynamicvertex;
11253 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11254 float waveparms[4];
11255 q3shaderinfo_deform_t *deform;
11256 const msurface_t *surface, *firstsurface;
11257 r_vertexposition_t *vertexposition;
11258 r_vertexmesh_t *vertexmesh;
11259 if (!texturenumsurfaces)
11261 // find vertex range of this surface batch
11263 firstsurface = texturesurfacelist[0];
11264 firsttriangle = firstsurface->num_firsttriangle;
11266 firstvertex = endvertex = firstsurface->num_firstvertex;
11267 for (i = 0;i < texturenumsurfaces;i++)
11269 surface = texturesurfacelist[i];
11270 if (surface != firstsurface + i)
11272 surfacefirstvertex = surface->num_firstvertex;
11273 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11274 surfacenumtriangles = surface->num_triangles;
11275 if (firstvertex > surfacefirstvertex)
11276 firstvertex = surfacefirstvertex;
11277 if (endvertex < surfaceendvertex)
11278 endvertex = surfaceendvertex;
11279 numtriangles += surfacenumtriangles;
11284 // we now know the vertex range used, and if there are any gaps in it
11285 rsurface.batchfirstvertex = firstvertex;
11286 rsurface.batchnumvertices = endvertex - firstvertex;
11287 rsurface.batchfirsttriangle = firsttriangle;
11288 rsurface.batchnumtriangles = numtriangles;
11290 // this variable holds flags for which properties have been updated that
11291 // may require regenerating vertexmesh or vertexposition arrays...
11294 // check if any dynamic vertex processing must occur
11295 dynamicvertex = false;
11297 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11298 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11299 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11301 switch (deform->deform)
11304 case Q3DEFORM_PROJECTIONSHADOW:
11305 case Q3DEFORM_TEXT0:
11306 case Q3DEFORM_TEXT1:
11307 case Q3DEFORM_TEXT2:
11308 case Q3DEFORM_TEXT3:
11309 case Q3DEFORM_TEXT4:
11310 case Q3DEFORM_TEXT5:
11311 case Q3DEFORM_TEXT6:
11312 case Q3DEFORM_TEXT7:
11313 case Q3DEFORM_NONE:
11315 case Q3DEFORM_AUTOSPRITE:
11316 dynamicvertex = true;
11317 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11318 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11320 case Q3DEFORM_AUTOSPRITE2:
11321 dynamicvertex = true;
11322 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11323 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11325 case Q3DEFORM_NORMAL:
11326 dynamicvertex = true;
11327 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11328 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11330 case Q3DEFORM_WAVE:
11331 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11332 break; // if wavefunc is a nop, ignore this transform
11333 dynamicvertex = true;
11334 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11335 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11337 case Q3DEFORM_BULGE:
11338 dynamicvertex = true;
11339 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11340 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11342 case Q3DEFORM_MOVE:
11343 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11344 break; // if wavefunc is a nop, ignore this transform
11345 dynamicvertex = true;
11346 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11347 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11351 switch(rsurface.texture->tcgen.tcgen)
11354 case Q3TCGEN_TEXTURE:
11356 case Q3TCGEN_LIGHTMAP:
11357 dynamicvertex = true;
11358 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11359 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11361 case Q3TCGEN_VECTOR:
11362 dynamicvertex = true;
11363 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11364 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11366 case Q3TCGEN_ENVIRONMENT:
11367 dynamicvertex = true;
11368 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11369 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11372 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11374 dynamicvertex = true;
11375 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11376 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11379 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11381 dynamicvertex = true;
11382 batchneed |= BATCHNEED_NOGAPS;
11383 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11386 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11388 dynamicvertex = true;
11389 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11390 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11393 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11395 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11396 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11397 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11398 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11399 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11400 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11401 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11404 // when the model data has no vertex buffer (dynamic mesh), we need to
11406 if (!rsurface.modelvertexmeshbuffer)
11407 batchneed |= BATCHNEED_NOGAPS;
11409 // if needsupdate, we have to do a dynamic vertex batch for sure
11410 if (needsupdate & batchneed)
11411 dynamicvertex = true;
11413 // see if we need to build vertexmesh from arrays
11414 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11415 dynamicvertex = true;
11417 // see if we need to build vertexposition from arrays
11418 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11419 dynamicvertex = true;
11421 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11422 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11423 dynamicvertex = true;
11425 // if there is a chance of animated vertex colors, it's a dynamic batch
11426 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11427 dynamicvertex = true;
11429 rsurface.batchvertex3f = rsurface.modelvertex3f;
11430 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11431 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11432 rsurface.batchsvector3f = rsurface.modelsvector3f;
11433 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11434 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11435 rsurface.batchtvector3f = rsurface.modeltvector3f;
11436 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11437 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11438 rsurface.batchnormal3f = rsurface.modelnormal3f;
11439 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11440 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11441 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11442 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11443 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11444 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11445 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11446 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11447 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11448 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11449 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11450 rsurface.batchvertexposition = rsurface.modelvertexposition;
11451 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11452 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11453 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11454 rsurface.batchelement3i = rsurface.modelelement3i;
11455 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11456 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11457 rsurface.batchelement3s = rsurface.modelelement3s;
11458 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11459 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11461 // if any dynamic vertex processing has to occur in software, we copy the
11462 // entire surface list together before processing to rebase the vertices
11463 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11465 // if any gaps exist and we do not have a static vertex buffer, we have to
11466 // copy the surface list together to avoid wasting upload bandwidth on the
11467 // vertices in the gaps.
11469 // if gaps exist and we have a static vertex buffer, we still have to
11470 // combine the index buffer ranges into one dynamic index buffer.
11472 // in all cases we end up with data that can be drawn in one call.
11474 if (!dynamicvertex)
11476 // static vertex data, just set pointers...
11477 rsurface.batchgeneratedvertex = false;
11478 // if there are gaps, we want to build a combined index buffer,
11479 // otherwise use the original static buffer with an appropriate offset
11484 for (i = 0;i < texturenumsurfaces;i++)
11486 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11487 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11488 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11489 numtriangles += surfacenumtriangles;
11491 rsurface.batchelement3i = rsurface.array_batchelement3i;
11492 rsurface.batchelement3i_indexbuffer = NULL;
11493 rsurface.batchelement3i_bufferoffset = 0;
11494 rsurface.batchelement3s = NULL;
11495 rsurface.batchelement3s_indexbuffer = NULL;
11496 rsurface.batchelement3s_bufferoffset = 0;
11497 if (endvertex <= 65536)
11499 rsurface.batchelement3s = rsurface.array_batchelement3s;
11500 for (i = 0;i < numtriangles*3;i++)
11501 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11503 rsurface.batchfirsttriangle = firsttriangle;
11504 rsurface.batchnumtriangles = numtriangles;
11509 // something needs software processing, do it for real...
11510 // we only directly handle interleaved array data in this case...
11511 rsurface.batchgeneratedvertex = true;
11513 // now copy the vertex data into a combined array and make an index array
11514 // (this is what Quake3 does all the time)
11515 //if (gaps || rsurface.batchfirstvertex)
11517 rsurface.batchvertexposition = NULL;
11518 rsurface.batchvertexpositionbuffer = NULL;
11519 rsurface.batchvertexmesh = NULL;
11520 rsurface.batchvertexmeshbuffer = NULL;
11521 rsurface.batchvertex3f = NULL;
11522 rsurface.batchvertex3f_vertexbuffer = NULL;
11523 rsurface.batchvertex3f_bufferoffset = 0;
11524 rsurface.batchsvector3f = NULL;
11525 rsurface.batchsvector3f_vertexbuffer = NULL;
11526 rsurface.batchsvector3f_bufferoffset = 0;
11527 rsurface.batchtvector3f = NULL;
11528 rsurface.batchtvector3f_vertexbuffer = NULL;
11529 rsurface.batchtvector3f_bufferoffset = 0;
11530 rsurface.batchnormal3f = NULL;
11531 rsurface.batchnormal3f_vertexbuffer = NULL;
11532 rsurface.batchnormal3f_bufferoffset = 0;
11533 rsurface.batchlightmapcolor4f = NULL;
11534 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11535 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11536 rsurface.batchtexcoordtexture2f = NULL;
11537 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11538 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11539 rsurface.batchtexcoordlightmap2f = NULL;
11540 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11541 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11542 rsurface.batchelement3i = rsurface.array_batchelement3i;
11543 rsurface.batchelement3i_indexbuffer = NULL;
11544 rsurface.batchelement3i_bufferoffset = 0;
11545 rsurface.batchelement3s = NULL;
11546 rsurface.batchelement3s_indexbuffer = NULL;
11547 rsurface.batchelement3s_bufferoffset = 0;
11548 // we'll only be setting up certain arrays as needed
11549 if (batchneed & BATCHNEED_VERTEXPOSITION)
11550 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11551 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11552 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11553 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11554 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11555 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11556 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11557 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11559 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11560 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11562 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11563 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11564 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11565 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11566 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11567 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11570 for (i = 0;i < texturenumsurfaces;i++)
11572 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11573 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11574 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11575 surfaceadjustvertex = numvertices - surfacefirstvertex;
11576 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11577 // copy only the data requested
11578 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11579 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11580 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11581 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11582 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11584 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11585 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11586 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11587 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11588 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11590 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11591 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11593 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11594 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11595 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11596 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11597 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11598 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11600 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11601 numvertices += surfacenumvertices;
11602 numtriangles += surfacenumtriangles;
11605 // generate a 16bit index array as well if possible
11606 // (in general, dynamic batches fit)
11607 if (numvertices <= 65536)
11609 rsurface.batchelement3s = rsurface.array_batchelement3s;
11610 for (i = 0;i < numtriangles*3;i++)
11611 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11614 // since we've copied everything, the batch now starts at 0
11615 rsurface.batchfirstvertex = 0;
11616 rsurface.batchnumvertices = numvertices;
11617 rsurface.batchfirsttriangle = 0;
11618 rsurface.batchnumtriangles = numtriangles;
11621 // q1bsp surfaces rendered in vertex color mode have to have colors
11622 // calculated based on lightstyles
11623 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11625 // generate color arrays for the surfaces in this list
11629 const int *offsets;
11630 const unsigned char *lm;
11632 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11633 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11634 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11635 for (i = 0;i < texturenumsurfaces;i++)
11637 surface = texturesurfacelist[i];
11638 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11639 surfacenumvertices = surface->num_vertices;
11640 if (surface->lightmapinfo->samples)
11642 for (j = 0;j < surfacenumvertices;j++)
11644 lm = surface->lightmapinfo->samples + offsets[j];
11645 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11646 VectorScale(lm, scale, c);
11647 if (surface->lightmapinfo->styles[1] != 255)
11649 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11651 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11652 VectorMA(c, scale, lm, c);
11653 if (surface->lightmapinfo->styles[2] != 255)
11656 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11657 VectorMA(c, scale, lm, c);
11658 if (surface->lightmapinfo->styles[3] != 255)
11661 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11662 VectorMA(c, scale, lm, c);
11669 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11675 for (j = 0;j < surfacenumvertices;j++)
11677 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11684 // if vertices are deformed (sprite flares and things in maps, possibly
11685 // water waves, bulges and other deformations), modify the copied vertices
11687 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11689 switch (deform->deform)
11692 case Q3DEFORM_PROJECTIONSHADOW:
11693 case Q3DEFORM_TEXT0:
11694 case Q3DEFORM_TEXT1:
11695 case Q3DEFORM_TEXT2:
11696 case Q3DEFORM_TEXT3:
11697 case Q3DEFORM_TEXT4:
11698 case Q3DEFORM_TEXT5:
11699 case Q3DEFORM_TEXT6:
11700 case Q3DEFORM_TEXT7:
11701 case Q3DEFORM_NONE:
11703 case Q3DEFORM_AUTOSPRITE:
11704 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11705 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11706 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11707 VectorNormalize(newforward);
11708 VectorNormalize(newright);
11709 VectorNormalize(newup);
11710 // a single autosprite surface can contain multiple sprites...
11711 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11713 VectorClear(center);
11714 for (i = 0;i < 4;i++)
11715 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11716 VectorScale(center, 0.25f, center);
11717 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11718 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11719 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11720 for (i = 0;i < 4;i++)
11722 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11723 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11726 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11727 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11728 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11729 rsurface.batchvertex3f_vertexbuffer = NULL;
11730 rsurface.batchvertex3f_bufferoffset = 0;
11731 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11732 rsurface.batchsvector3f_vertexbuffer = NULL;
11733 rsurface.batchsvector3f_bufferoffset = 0;
11734 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11735 rsurface.batchtvector3f_vertexbuffer = NULL;
11736 rsurface.batchtvector3f_bufferoffset = 0;
11737 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11738 rsurface.batchnormal3f_vertexbuffer = NULL;
11739 rsurface.batchnormal3f_bufferoffset = 0;
11741 case Q3DEFORM_AUTOSPRITE2:
11742 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11743 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11744 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11745 VectorNormalize(newforward);
11746 VectorNormalize(newright);
11747 VectorNormalize(newup);
11749 const float *v1, *v2;
11759 memset(shortest, 0, sizeof(shortest));
11760 // a single autosprite surface can contain multiple sprites...
11761 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11763 VectorClear(center);
11764 for (i = 0;i < 4;i++)
11765 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11766 VectorScale(center, 0.25f, center);
11767 // find the two shortest edges, then use them to define the
11768 // axis vectors for rotating around the central axis
11769 for (i = 0;i < 6;i++)
11771 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11772 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11773 l = VectorDistance2(v1, v2);
11774 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11775 if (v1[2] != v2[2])
11776 l += (1.0f / 1024.0f);
11777 if (shortest[0].length2 > l || i == 0)
11779 shortest[1] = shortest[0];
11780 shortest[0].length2 = l;
11781 shortest[0].v1 = v1;
11782 shortest[0].v2 = v2;
11784 else if (shortest[1].length2 > l || i == 1)
11786 shortest[1].length2 = l;
11787 shortest[1].v1 = v1;
11788 shortest[1].v2 = v2;
11791 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11792 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11793 // this calculates the right vector from the shortest edge
11794 // and the up vector from the edge midpoints
11795 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11796 VectorNormalize(right);
11797 VectorSubtract(end, start, up);
11798 VectorNormalize(up);
11799 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11800 VectorSubtract(rsurface.localvieworigin, center, forward);
11801 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11802 VectorNegate(forward, forward);
11803 VectorReflect(forward, 0, up, forward);
11804 VectorNormalize(forward);
11805 CrossProduct(up, forward, newright);
11806 VectorNormalize(newright);
11807 // rotate the quad around the up axis vector, this is made
11808 // especially easy by the fact we know the quad is flat,
11809 // so we only have to subtract the center position and
11810 // measure distance along the right vector, and then
11811 // multiply that by the newright vector and add back the
11813 // we also need to subtract the old position to undo the
11814 // displacement from the center, which we do with a
11815 // DotProduct, the subtraction/addition of center is also
11816 // optimized into DotProducts here
11817 l = DotProduct(right, center);
11818 for (i = 0;i < 4;i++)
11820 v1 = rsurface.batchvertex3f + 3*(j+i);
11821 f = DotProduct(right, v1) - l;
11822 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11826 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11827 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11828 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11829 rsurface.batchvertex3f_vertexbuffer = NULL;
11830 rsurface.batchvertex3f_bufferoffset = 0;
11831 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11832 rsurface.batchsvector3f_vertexbuffer = NULL;
11833 rsurface.batchsvector3f_bufferoffset = 0;
11834 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11835 rsurface.batchtvector3f_vertexbuffer = NULL;
11836 rsurface.batchtvector3f_bufferoffset = 0;
11837 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11838 rsurface.batchnormal3f_vertexbuffer = NULL;
11839 rsurface.batchnormal3f_bufferoffset = 0;
11841 case Q3DEFORM_NORMAL:
11842 // deform the normals to make reflections wavey
11843 for (j = 0;j < rsurface.batchnumvertices;j++)
11846 float *normal = rsurface.array_batchnormal3f + 3*j;
11847 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11848 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11849 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11850 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11851 VectorNormalize(normal);
11853 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11854 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11855 rsurface.batchsvector3f_vertexbuffer = NULL;
11856 rsurface.batchsvector3f_bufferoffset = 0;
11857 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11858 rsurface.batchtvector3f_vertexbuffer = NULL;
11859 rsurface.batchtvector3f_bufferoffset = 0;
11860 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11861 rsurface.batchnormal3f_vertexbuffer = NULL;
11862 rsurface.batchnormal3f_bufferoffset = 0;
11864 case Q3DEFORM_WAVE:
11865 // deform vertex array to make wavey water and flags and such
11866 waveparms[0] = deform->waveparms[0];
11867 waveparms[1] = deform->waveparms[1];
11868 waveparms[2] = deform->waveparms[2];
11869 waveparms[3] = deform->waveparms[3];
11870 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11871 break; // if wavefunc is a nop, don't make a dynamic vertex array
11872 // this is how a divisor of vertex influence on deformation
11873 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11874 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11875 for (j = 0;j < rsurface.batchnumvertices;j++)
11877 // if the wavefunc depends on time, evaluate it per-vertex
11880 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11881 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11883 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11885 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11886 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11887 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11888 rsurface.batchvertex3f_vertexbuffer = NULL;
11889 rsurface.batchvertex3f_bufferoffset = 0;
11890 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11891 rsurface.batchsvector3f_vertexbuffer = NULL;
11892 rsurface.batchsvector3f_bufferoffset = 0;
11893 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11894 rsurface.batchtvector3f_vertexbuffer = NULL;
11895 rsurface.batchtvector3f_bufferoffset = 0;
11896 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11897 rsurface.batchnormal3f_vertexbuffer = NULL;
11898 rsurface.batchnormal3f_bufferoffset = 0;
11900 case Q3DEFORM_BULGE:
11901 // deform vertex array to make the surface have moving bulges
11902 for (j = 0;j < rsurface.batchnumvertices;j++)
11904 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11905 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11907 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11908 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11909 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11910 rsurface.batchvertex3f_vertexbuffer = NULL;
11911 rsurface.batchvertex3f_bufferoffset = 0;
11912 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11913 rsurface.batchsvector3f_vertexbuffer = NULL;
11914 rsurface.batchsvector3f_bufferoffset = 0;
11915 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11916 rsurface.batchtvector3f_vertexbuffer = NULL;
11917 rsurface.batchtvector3f_bufferoffset = 0;
11918 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11919 rsurface.batchnormal3f_vertexbuffer = NULL;
11920 rsurface.batchnormal3f_bufferoffset = 0;
11922 case Q3DEFORM_MOVE:
11923 // deform vertex array
11924 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11925 break; // if wavefunc is a nop, don't make a dynamic vertex array
11926 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11927 VectorScale(deform->parms, scale, waveparms);
11928 for (j = 0;j < rsurface.batchnumvertices;j++)
11929 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11930 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11931 rsurface.batchvertex3f_vertexbuffer = NULL;
11932 rsurface.batchvertex3f_bufferoffset = 0;
11937 // generate texcoords based on the chosen texcoord source
11938 switch(rsurface.texture->tcgen.tcgen)
11941 case Q3TCGEN_TEXTURE:
11943 case Q3TCGEN_LIGHTMAP:
11944 if (rsurface.batchtexcoordlightmap2f)
11945 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11946 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11947 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11948 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11950 case Q3TCGEN_VECTOR:
11951 for (j = 0;j < rsurface.batchnumvertices;j++)
11953 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11954 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11956 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11957 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11958 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11960 case Q3TCGEN_ENVIRONMENT:
11961 // make environment reflections using a spheremap
11962 for (j = 0;j < rsurface.batchnumvertices;j++)
11964 // identical to Q3A's method, but executed in worldspace so
11965 // carried models can be shiny too
11967 float viewer[3], d, reflected[3], worldreflected[3];
11969 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11970 // VectorNormalize(viewer);
11972 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11974 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11975 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11976 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11977 // note: this is proportinal to viewer, so we can normalize later
11979 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11980 VectorNormalize(worldreflected);
11982 // note: this sphere map only uses world x and z!
11983 // so positive and negative y will LOOK THE SAME.
11984 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11985 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11987 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11988 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11989 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11992 // the only tcmod that needs software vertex processing is turbulent, so
11993 // check for it here and apply the changes if needed
11994 // and we only support that as the first one
11995 // (handling a mixture of turbulent and other tcmods would be problematic
11996 // without punting it entirely to a software path)
11997 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11999 amplitude = rsurface.texture->tcmods[0].parms[1];
12000 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12001 for (j = 0;j < rsurface.batchnumvertices;j++)
12003 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12004 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12006 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12007 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12008 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12011 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12013 // convert the modified arrays to vertex structs
12014 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12015 rsurface.batchvertexmeshbuffer = NULL;
12016 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12017 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12018 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12019 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12020 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12021 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12022 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12024 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12026 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12027 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12030 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12031 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12032 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12033 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12034 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12035 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12036 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12037 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12038 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12041 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12043 // convert the modified arrays to vertex structs
12044 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12045 rsurface.batchvertexpositionbuffer = NULL;
12046 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12047 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12049 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12050 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12054 void RSurf_DrawBatch(void)
12056 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12059 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12061 // pick the closest matching water plane
12062 int planeindex, vertexindex, bestplaneindex = -1;
12066 r_waterstate_waterplane_t *p;
12068 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12070 if(p->camera_entity != rsurface.texture->camera_entity)
12073 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12074 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12076 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12077 d += fabs(PlaneDiff(vert, &p->plane));
12079 if (bestd > d || bestplaneindex < 0)
12082 bestplaneindex = planeindex;
12085 return bestplaneindex;
12088 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12091 for (i = 0;i < rsurface.batchnumvertices;i++)
12092 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12093 rsurface.passcolor4f = rsurface.array_passcolor4f;
12094 rsurface.passcolor4f_vertexbuffer = 0;
12095 rsurface.passcolor4f_bufferoffset = 0;
12098 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12105 if (rsurface.passcolor4f)
12107 // generate color arrays
12108 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12110 f = RSurf_FogVertex(v);
12119 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12121 f = RSurf_FogVertex(v);
12128 rsurface.passcolor4f = rsurface.array_passcolor4f;
12129 rsurface.passcolor4f_vertexbuffer = 0;
12130 rsurface.passcolor4f_bufferoffset = 0;
12133 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12140 if (!rsurface.passcolor4f)
12142 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12144 f = RSurf_FogVertex(v);
12145 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12146 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12147 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12150 rsurface.passcolor4f = rsurface.array_passcolor4f;
12151 rsurface.passcolor4f_vertexbuffer = 0;
12152 rsurface.passcolor4f_bufferoffset = 0;
12155 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12160 if (!rsurface.passcolor4f)
12162 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12169 rsurface.passcolor4f = rsurface.array_passcolor4f;
12170 rsurface.passcolor4f_vertexbuffer = 0;
12171 rsurface.passcolor4f_bufferoffset = 0;
12174 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12179 if (!rsurface.passcolor4f)
12181 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12183 c2[0] = c[0] + r_refdef.scene.ambient;
12184 c2[1] = c[1] + r_refdef.scene.ambient;
12185 c2[2] = c[2] + r_refdef.scene.ambient;
12188 rsurface.passcolor4f = rsurface.array_passcolor4f;
12189 rsurface.passcolor4f_vertexbuffer = 0;
12190 rsurface.passcolor4f_bufferoffset = 0;
12193 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12196 rsurface.passcolor4f = NULL;
12197 rsurface.passcolor4f_vertexbuffer = 0;
12198 rsurface.passcolor4f_bufferoffset = 0;
12199 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12200 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12201 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12202 GL_Color(r, g, b, a);
12203 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12207 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12209 // TODO: optimize applyfog && applycolor case
12210 // just apply fog if necessary, and tint the fog color array if necessary
12211 rsurface.passcolor4f = NULL;
12212 rsurface.passcolor4f_vertexbuffer = 0;
12213 rsurface.passcolor4f_bufferoffset = 0;
12214 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12215 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12216 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12217 GL_Color(r, g, b, a);
12221 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12224 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12225 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12226 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12227 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12228 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12229 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12230 GL_Color(r, g, b, a);
12234 static void RSurf_DrawBatch_GL11_ClampColor(void)
12239 if (!rsurface.passcolor4f)
12241 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12243 c2[0] = bound(0.0f, c1[0], 1.0f);
12244 c2[1] = bound(0.0f, c1[1], 1.0f);
12245 c2[2] = bound(0.0f, c1[2], 1.0f);
12246 c2[3] = bound(0.0f, c1[3], 1.0f);
12250 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12258 vec3_t ambientcolor;
12259 vec3_t diffusecolor;
12263 VectorCopy(rsurface.modellight_lightdir, lightdir);
12264 f = 0.5f * r_refdef.lightmapintensity;
12265 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12266 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12267 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12268 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12269 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12270 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12272 if (VectorLength2(diffusecolor) > 0)
12274 // q3-style directional shading
12275 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12277 if ((f = DotProduct(n, lightdir)) > 0)
12278 VectorMA(ambientcolor, f, diffusecolor, c);
12280 VectorCopy(ambientcolor, c);
12287 rsurface.passcolor4f = rsurface.array_passcolor4f;
12288 rsurface.passcolor4f_vertexbuffer = 0;
12289 rsurface.passcolor4f_bufferoffset = 0;
12290 *applycolor = false;
12294 *r = ambientcolor[0];
12295 *g = ambientcolor[1];
12296 *b = ambientcolor[2];
12297 rsurface.passcolor4f = NULL;
12298 rsurface.passcolor4f_vertexbuffer = 0;
12299 rsurface.passcolor4f_bufferoffset = 0;
12303 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12305 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12306 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12307 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12308 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12309 GL_Color(r, g, b, a);
12313 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12319 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12321 f = 1 - RSurf_FogVertex(v);
12329 void RSurf_SetupDepthAndCulling(void)
12331 // submodels are biased to avoid z-fighting with world surfaces that they
12332 // may be exactly overlapping (avoids z-fighting artifacts on certain
12333 // doors and things in Quake maps)
12334 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12335 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12336 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12337 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12340 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12342 // transparent sky would be ridiculous
12343 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12345 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12346 skyrenderlater = true;
12347 RSurf_SetupDepthAndCulling();
12348 GL_DepthMask(true);
12349 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12350 // skymasking on them, and Quake3 never did sky masking (unlike
12351 // software Quake and software Quake2), so disable the sky masking
12352 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12353 // and skymasking also looks very bad when noclipping outside the
12354 // level, so don't use it then either.
12355 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12357 R_Mesh_ResetTextureState();
12358 if (skyrendermasked)
12360 R_SetupShader_DepthOrShadow();
12361 // depth-only (masking)
12362 GL_ColorMask(0,0,0,0);
12363 // just to make sure that braindead drivers don't draw
12364 // anything despite that colormask...
12365 GL_BlendFunc(GL_ZERO, GL_ONE);
12366 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12367 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12371 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12373 GL_BlendFunc(GL_ONE, GL_ZERO);
12374 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12375 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12376 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12379 if (skyrendermasked)
12380 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12382 R_Mesh_ResetTextureState();
12383 GL_Color(1, 1, 1, 1);
12386 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12387 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12388 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12390 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12394 // render screenspace normalmap to texture
12395 GL_DepthMask(true);
12396 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12401 // bind lightmap texture
12403 // water/refraction/reflection/camera surfaces have to be handled specially
12404 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12406 int start, end, startplaneindex;
12407 for (start = 0;start < texturenumsurfaces;start = end)
12409 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12410 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12412 // now that we have a batch using the same planeindex, render it
12413 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12415 // render water or distortion background
12416 GL_DepthMask(true);
12417 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12419 // blend surface on top
12420 GL_DepthMask(false);
12421 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12424 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12426 // render surface with reflection texture as input
12427 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12428 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12435 // render surface batch normally
12436 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12437 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12441 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12443 // OpenGL 1.3 path - anything not completely ancient
12444 qboolean applycolor;
12447 const texturelayer_t *layer;
12448 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12449 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12451 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12454 int layertexrgbscale;
12455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12457 if (layerindex == 0)
12458 GL_AlphaTest(true);
12461 GL_AlphaTest(false);
12462 GL_DepthFunc(GL_EQUAL);
12465 GL_DepthMask(layer->depthmask && writedepth);
12466 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12467 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12469 layertexrgbscale = 4;
12470 VectorScale(layer->color, 0.25f, layercolor);
12472 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12474 layertexrgbscale = 2;
12475 VectorScale(layer->color, 0.5f, layercolor);
12479 layertexrgbscale = 1;
12480 VectorScale(layer->color, 1.0f, layercolor);
12482 layercolor[3] = layer->color[3];
12483 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12484 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12485 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12486 switch (layer->type)
12488 case TEXTURELAYERTYPE_LITTEXTURE:
12489 // single-pass lightmapped texture with 2x rgbscale
12490 R_Mesh_TexBind(0, r_texture_white);
12491 R_Mesh_TexMatrix(0, NULL);
12492 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12493 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12494 R_Mesh_TexBind(1, layer->texture);
12495 R_Mesh_TexMatrix(1, &layer->texmatrix);
12496 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12497 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12498 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12499 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12500 else if (rsurface.uselightmaptexture)
12501 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12503 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12505 case TEXTURELAYERTYPE_TEXTURE:
12506 // singletexture unlit texture with transparency support
12507 R_Mesh_TexBind(0, layer->texture);
12508 R_Mesh_TexMatrix(0, &layer->texmatrix);
12509 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12510 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12511 R_Mesh_TexBind(1, 0);
12512 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12513 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12515 case TEXTURELAYERTYPE_FOG:
12516 // singletexture fogging
12517 if (layer->texture)
12519 R_Mesh_TexBind(0, layer->texture);
12520 R_Mesh_TexMatrix(0, &layer->texmatrix);
12521 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12522 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12526 R_Mesh_TexBind(0, 0);
12527 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12529 R_Mesh_TexBind(1, 0);
12530 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12531 // generate a color array for the fog pass
12532 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12533 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12537 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12540 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12542 GL_DepthFunc(GL_LEQUAL);
12543 GL_AlphaTest(false);
12547 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12549 // OpenGL 1.1 - crusty old voodoo path
12552 const texturelayer_t *layer;
12553 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12554 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12556 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12558 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12560 if (layerindex == 0)
12561 GL_AlphaTest(true);
12564 GL_AlphaTest(false);
12565 GL_DepthFunc(GL_EQUAL);
12568 GL_DepthMask(layer->depthmask && writedepth);
12569 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12570 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12571 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12572 switch (layer->type)
12574 case TEXTURELAYERTYPE_LITTEXTURE:
12575 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12577 // two-pass lit texture with 2x rgbscale
12578 // first the lightmap pass
12579 R_Mesh_TexBind(0, r_texture_white);
12580 R_Mesh_TexMatrix(0, NULL);
12581 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12582 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12583 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12584 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12585 else if (rsurface.uselightmaptexture)
12586 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12588 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12589 // then apply the texture to it
12590 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12591 R_Mesh_TexBind(0, layer->texture);
12592 R_Mesh_TexMatrix(0, &layer->texmatrix);
12593 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12594 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12595 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12599 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12600 R_Mesh_TexBind(0, layer->texture);
12601 R_Mesh_TexMatrix(0, &layer->texmatrix);
12602 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12603 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12605 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12607 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12610 case TEXTURELAYERTYPE_TEXTURE:
12611 // singletexture unlit texture with transparency support
12612 R_Mesh_TexBind(0, layer->texture);
12613 R_Mesh_TexMatrix(0, &layer->texmatrix);
12614 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12615 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12616 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12618 case TEXTURELAYERTYPE_FOG:
12619 // singletexture fogging
12620 if (layer->texture)
12622 R_Mesh_TexBind(0, layer->texture);
12623 R_Mesh_TexMatrix(0, &layer->texmatrix);
12624 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12625 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12629 R_Mesh_TexBind(0, 0);
12630 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12632 // generate a color array for the fog pass
12633 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12634 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12638 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12643 GL_DepthFunc(GL_LEQUAL);
12644 GL_AlphaTest(false);
12648 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12652 r_vertexgeneric_t *batchvertex;
12655 GL_AlphaTest(false);
12656 R_Mesh_ResetTextureState();
12657 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12659 if(rsurface.texture && rsurface.texture->currentskinframe)
12661 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12662 c[3] *= rsurface.texture->currentalpha;
12672 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12674 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12675 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12676 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12679 // brighten it up (as texture value 127 means "unlit")
12680 c[0] *= 2 * r_refdef.view.colorscale;
12681 c[1] *= 2 * r_refdef.view.colorscale;
12682 c[2] *= 2 * r_refdef.view.colorscale;
12684 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12685 c[3] *= r_wateralpha.value;
12687 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12689 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12690 GL_DepthMask(false);
12692 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12694 GL_BlendFunc(GL_ONE, GL_ONE);
12695 GL_DepthMask(false);
12697 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12700 GL_DepthMask(false);
12702 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12704 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12705 GL_DepthMask(false);
12709 GL_BlendFunc(GL_ONE, GL_ZERO);
12710 GL_DepthMask(writedepth);
12713 if (r_showsurfaces.integer == 3)
12715 rsurface.passcolor4f = NULL;
12717 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12719 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12721 rsurface.passcolor4f = NULL;
12722 rsurface.passcolor4f_vertexbuffer = 0;
12723 rsurface.passcolor4f_bufferoffset = 0;
12725 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12727 qboolean applycolor = true;
12730 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12732 r_refdef.lightmapintensity = 1;
12733 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12734 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12740 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12741 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12742 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12745 if(!rsurface.passcolor4f)
12746 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12748 RSurf_DrawBatch_GL11_ApplyAmbient();
12749 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12750 if(r_refdef.fogenabled)
12751 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12752 RSurf_DrawBatch_GL11_ClampColor();
12754 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12755 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12758 else if (!r_refdef.view.showdebug)
12760 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12761 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12762 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12764 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12765 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12767 R_Mesh_PrepareVertices_Generic_Unlock();
12770 else if (r_showsurfaces.integer == 4)
12772 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12773 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12774 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12776 unsigned char c = vi << 3;
12777 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12778 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12780 R_Mesh_PrepareVertices_Generic_Unlock();
12783 else if (r_showsurfaces.integer == 2)
12786 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12787 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12788 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12790 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12791 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12792 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12793 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12794 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12795 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12796 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12798 R_Mesh_PrepareVertices_Generic_Unlock();
12799 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12803 int texturesurfaceindex;
12805 const msurface_t *surface;
12806 unsigned char surfacecolor4ub[4];
12807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12808 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12810 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12812 surface = texturesurfacelist[texturesurfaceindex];
12813 k = (int)(((size_t)surface) / sizeof(msurface_t));
12814 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12815 for (j = 0;j < surface->num_vertices;j++)
12817 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12818 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12822 R_Mesh_PrepareVertices_Generic_Unlock();
12827 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12830 RSurf_SetupDepthAndCulling();
12831 if (r_showsurfaces.integer)
12833 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12836 switch (vid.renderpath)
12838 case RENDERPATH_GL20:
12839 case RENDERPATH_CGGL:
12840 case RENDERPATH_D3D9:
12841 case RENDERPATH_D3D10:
12842 case RENDERPATH_D3D11:
12843 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12845 case RENDERPATH_GL13:
12846 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12848 case RENDERPATH_GL11:
12849 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12855 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12858 RSurf_SetupDepthAndCulling();
12859 if (r_showsurfaces.integer)
12861 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12864 switch (vid.renderpath)
12866 case RENDERPATH_GL20:
12867 case RENDERPATH_CGGL:
12868 case RENDERPATH_D3D9:
12869 case RENDERPATH_D3D10:
12870 case RENDERPATH_D3D11:
12871 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12873 case RENDERPATH_GL13:
12874 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12876 case RENDERPATH_GL11:
12877 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12883 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12886 int texturenumsurfaces, endsurface;
12887 texture_t *texture;
12888 const msurface_t *surface;
12889 #define MAXBATCH_TRANSPARENTSURFACES 256
12890 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12892 // if the model is static it doesn't matter what value we give for
12893 // wantnormals and wanttangents, so this logic uses only rules applicable
12894 // to a model, knowing that they are meaningless otherwise
12895 if (ent == r_refdef.scene.worldentity)
12896 RSurf_ActiveWorldEntity();
12897 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12898 RSurf_ActiveModelEntity(ent, false, false, false);
12901 switch (vid.renderpath)
12903 case RENDERPATH_GL20:
12904 case RENDERPATH_CGGL:
12905 case RENDERPATH_D3D9:
12906 case RENDERPATH_D3D10:
12907 case RENDERPATH_D3D11:
12908 RSurf_ActiveModelEntity(ent, true, true, false);
12910 case RENDERPATH_GL13:
12911 case RENDERPATH_GL11:
12912 RSurf_ActiveModelEntity(ent, true, false, false);
12917 if (r_transparentdepthmasking.integer)
12919 qboolean setup = false;
12920 for (i = 0;i < numsurfaces;i = j)
12923 surface = rsurface.modelsurfaces + surfacelist[i];
12924 texture = surface->texture;
12925 rsurface.texture = R_GetCurrentTexture(texture);
12926 rsurface.lightmaptexture = NULL;
12927 rsurface.deluxemaptexture = NULL;
12928 rsurface.uselightmaptexture = false;
12929 // scan ahead until we find a different texture
12930 endsurface = min(i + 1024, numsurfaces);
12931 texturenumsurfaces = 0;
12932 texturesurfacelist[texturenumsurfaces++] = surface;
12933 for (;j < endsurface;j++)
12935 surface = rsurface.modelsurfaces + surfacelist[j];
12936 if (texture != surface->texture)
12938 texturesurfacelist[texturenumsurfaces++] = surface;
12940 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12942 // render the range of surfaces as depth
12946 GL_ColorMask(0,0,0,0);
12948 GL_DepthTest(true);
12949 GL_BlendFunc(GL_ONE, GL_ZERO);
12950 GL_DepthMask(true);
12951 GL_AlphaTest(false);
12952 R_Mesh_ResetTextureState();
12953 R_SetupShader_DepthOrShadow();
12955 RSurf_SetupDepthAndCulling();
12956 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12957 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12961 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12964 for (i = 0;i < numsurfaces;i = j)
12967 surface = rsurface.modelsurfaces + surfacelist[i];
12968 texture = surface->texture;
12969 rsurface.texture = R_GetCurrentTexture(texture);
12970 rsurface.lightmaptexture = surface->lightmaptexture;
12971 rsurface.deluxemaptexture = surface->deluxemaptexture;
12972 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12973 // scan ahead until we find a different texture
12974 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12975 texturenumsurfaces = 0;
12976 texturesurfacelist[texturenumsurfaces++] = surface;
12977 for (;j < endsurface;j++)
12979 surface = rsurface.modelsurfaces + surfacelist[j];
12980 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12982 texturesurfacelist[texturenumsurfaces++] = surface;
12984 // render the range of surfaces
12985 if (ent == r_refdef.scene.worldentity)
12986 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12988 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12990 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12991 GL_AlphaTest(false);
12994 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12996 // transparent surfaces get pushed off into the transparent queue
12997 int surfacelistindex;
12998 const msurface_t *surface;
12999 vec3_t tempcenter, center;
13000 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13002 surface = texturesurfacelist[surfacelistindex];
13003 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13004 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13005 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13006 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13007 if (queueentity->transparent_offset) // transparent offset
13009 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13010 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13011 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13013 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13017 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13019 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13021 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13023 RSurf_SetupDepthAndCulling();
13024 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13025 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13029 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13031 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13034 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13037 if (!rsurface.texture->currentnumlayers)
13039 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13040 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13042 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13044 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13045 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13046 else if (!rsurface.texture->currentnumlayers)
13048 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13050 // in the deferred case, transparent surfaces were queued during prepass
13051 if (!r_shadow_usingdeferredprepass)
13052 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13056 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13057 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13062 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13065 texture_t *texture;
13066 // break the surface list down into batches by texture and use of lightmapping
13067 for (i = 0;i < numsurfaces;i = j)
13070 // texture is the base texture pointer, rsurface.texture is the
13071 // current frame/skin the texture is directing us to use (for example
13072 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13073 // use skin 1 instead)
13074 texture = surfacelist[i]->texture;
13075 rsurface.texture = R_GetCurrentTexture(texture);
13076 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13077 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13078 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13079 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13081 // if this texture is not the kind we want, skip ahead to the next one
13082 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13086 // simply scan ahead until we find a different texture or lightmap state
13087 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13089 // render the range of surfaces
13090 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13094 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13098 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13101 if (!rsurface.texture->currentnumlayers)
13103 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13104 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13106 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13108 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13109 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13110 else if (!rsurface.texture->currentnumlayers)
13112 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13114 // in the deferred case, transparent surfaces were queued during prepass
13115 if (!r_shadow_usingdeferredprepass)
13116 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13120 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13121 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13126 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13129 texture_t *texture;
13130 // break the surface list down into batches by texture and use of lightmapping
13131 for (i = 0;i < numsurfaces;i = j)
13134 // texture is the base texture pointer, rsurface.texture is the
13135 // current frame/skin the texture is directing us to use (for example
13136 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13137 // use skin 1 instead)
13138 texture = surfacelist[i]->texture;
13139 rsurface.texture = R_GetCurrentTexture(texture);
13140 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13141 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13142 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13143 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13145 // if this texture is not the kind we want, skip ahead to the next one
13146 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13150 // simply scan ahead until we find a different texture or lightmap state
13151 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13153 // render the range of surfaces
13154 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13158 float locboxvertex3f[6*4*3] =
13160 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13161 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13162 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13163 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13164 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13165 1,0,0, 0,0,0, 0,1,0, 1,1,0
13168 unsigned short locboxelements[6*2*3] =
13173 12,13,14, 12,14,15,
13174 16,17,18, 16,18,19,
13178 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13181 cl_locnode_t *loc = (cl_locnode_t *)ent;
13183 float vertex3f[6*4*3];
13185 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13186 GL_DepthMask(false);
13187 GL_DepthRange(0, 1);
13188 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13189 GL_DepthTest(true);
13190 GL_CullFace(GL_NONE);
13191 R_EntityMatrix(&identitymatrix);
13193 R_Mesh_ResetTextureState();
13195 i = surfacelist[0];
13196 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13197 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13198 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13199 surfacelist[0] < 0 ? 0.5f : 0.125f);
13201 if (VectorCompare(loc->mins, loc->maxs))
13203 VectorSet(size, 2, 2, 2);
13204 VectorMA(loc->mins, -0.5f, size, mins);
13208 VectorCopy(loc->mins, mins);
13209 VectorSubtract(loc->maxs, loc->mins, size);
13212 for (i = 0;i < 6*4*3;)
13213 for (j = 0;j < 3;j++, i++)
13214 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13216 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13217 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13218 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13221 void R_DrawLocs(void)
13224 cl_locnode_t *loc, *nearestloc;
13226 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13227 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13229 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13230 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13234 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13236 if (decalsystem->decals)
13237 Mem_Free(decalsystem->decals);
13238 memset(decalsystem, 0, sizeof(*decalsystem));
13241 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)
13244 tridecal_t *decals;
13247 // expand or initialize the system
13248 if (decalsystem->maxdecals <= decalsystem->numdecals)
13250 decalsystem_t old = *decalsystem;
13251 qboolean useshortelements;
13252 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13253 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13254 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13255 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13256 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13257 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13258 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13259 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13260 if (decalsystem->numdecals)
13261 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13263 Mem_Free(old.decals);
13264 for (i = 0;i < decalsystem->maxdecals*3;i++)
13265 decalsystem->element3i[i] = i;
13266 if (useshortelements)
13267 for (i = 0;i < decalsystem->maxdecals*3;i++)
13268 decalsystem->element3s[i] = i;
13271 // grab a decal and search for another free slot for the next one
13272 decals = decalsystem->decals;
13273 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13274 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13276 decalsystem->freedecal = i;
13277 if (decalsystem->numdecals <= i)
13278 decalsystem->numdecals = i + 1;
13280 // initialize the decal
13282 decal->triangleindex = triangleindex;
13283 decal->surfaceindex = surfaceindex;
13284 decal->decalsequence = decalsequence;
13285 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13286 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13287 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13288 decal->color4ub[0][3] = 255;
13289 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13290 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13291 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13292 decal->color4ub[1][3] = 255;
13293 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13294 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13295 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13296 decal->color4ub[2][3] = 255;
13297 decal->vertex3f[0][0] = v0[0];
13298 decal->vertex3f[0][1] = v0[1];
13299 decal->vertex3f[0][2] = v0[2];
13300 decal->vertex3f[1][0] = v1[0];
13301 decal->vertex3f[1][1] = v1[1];
13302 decal->vertex3f[1][2] = v1[2];
13303 decal->vertex3f[2][0] = v2[0];
13304 decal->vertex3f[2][1] = v2[1];
13305 decal->vertex3f[2][2] = v2[2];
13306 decal->texcoord2f[0][0] = t0[0];
13307 decal->texcoord2f[0][1] = t0[1];
13308 decal->texcoord2f[1][0] = t1[0];
13309 decal->texcoord2f[1][1] = t1[1];
13310 decal->texcoord2f[2][0] = t2[0];
13311 decal->texcoord2f[2][1] = t2[1];
13314 extern cvar_t cl_decals_bias;
13315 extern cvar_t cl_decals_models;
13316 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13317 // baseparms, parms, temps
13318 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13323 const float *vertex3f;
13325 float points[2][9][3];
13332 e = rsurface.modelelement3i + 3*triangleindex;
13334 vertex3f = rsurface.modelvertex3f;
13336 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13338 index = 3*e[cornerindex];
13339 VectorCopy(vertex3f + index, v[cornerindex]);
13342 //TriangleNormal(v[0], v[1], v[2], normal);
13343 //if (DotProduct(normal, localnormal) < 0.0f)
13345 // clip by each of the box planes formed from the projection matrix
13346 // if anything survives, we emit the decal
13347 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]);
13350 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]);
13353 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]);
13356 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]);
13359 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]);
13362 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]);
13365 // some part of the triangle survived, so we have to accept it...
13368 // dynamic always uses the original triangle
13370 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13372 index = 3*e[cornerindex];
13373 VectorCopy(vertex3f + index, v[cornerindex]);
13376 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13378 // convert vertex positions to texcoords
13379 Matrix4x4_Transform(projection, v[cornerindex], temp);
13380 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13381 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13382 // calculate distance fade from the projection origin
13383 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13384 f = bound(0.0f, f, 1.0f);
13385 c[cornerindex][0] = r * f;
13386 c[cornerindex][1] = g * f;
13387 c[cornerindex][2] = b * f;
13388 c[cornerindex][3] = 1.0f;
13389 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13392 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13394 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13395 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);
13397 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)
13399 matrix4x4_t projection;
13400 decalsystem_t *decalsystem;
13403 const msurface_t *surface;
13404 const msurface_t *surfaces;
13405 const int *surfacelist;
13406 const texture_t *texture;
13408 int numsurfacelist;
13409 int surfacelistindex;
13412 float localorigin[3];
13413 float localnormal[3];
13414 float localmins[3];
13415 float localmaxs[3];
13418 float planes[6][4];
13421 int bih_triangles_count;
13422 int bih_triangles[256];
13423 int bih_surfaces[256];
13425 decalsystem = &ent->decalsystem;
13426 model = ent->model;
13427 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13429 R_DecalSystem_Reset(&ent->decalsystem);
13433 if (!model->brush.data_leafs && !cl_decals_models.integer)
13435 if (decalsystem->model)
13436 R_DecalSystem_Reset(decalsystem);
13440 if (decalsystem->model != model)
13441 R_DecalSystem_Reset(decalsystem);
13442 decalsystem->model = model;
13444 RSurf_ActiveModelEntity(ent, false, false, false);
13446 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13447 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13448 VectorNormalize(localnormal);
13449 localsize = worldsize*rsurface.inversematrixscale;
13450 localmins[0] = localorigin[0] - localsize;
13451 localmins[1] = localorigin[1] - localsize;
13452 localmins[2] = localorigin[2] - localsize;
13453 localmaxs[0] = localorigin[0] + localsize;
13454 localmaxs[1] = localorigin[1] + localsize;
13455 localmaxs[2] = localorigin[2] + localsize;
13457 //VectorCopy(localnormal, planes[4]);
13458 //VectorVectors(planes[4], planes[2], planes[0]);
13459 AnglesFromVectors(angles, localnormal, NULL, false);
13460 AngleVectors(angles, planes[0], planes[2], planes[4]);
13461 VectorNegate(planes[0], planes[1]);
13462 VectorNegate(planes[2], planes[3]);
13463 VectorNegate(planes[4], planes[5]);
13464 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13465 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13466 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13467 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13468 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13469 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13474 matrix4x4_t forwardprojection;
13475 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13476 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13481 float projectionvector[4][3];
13482 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13483 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13484 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13485 projectionvector[0][0] = planes[0][0] * ilocalsize;
13486 projectionvector[0][1] = planes[1][0] * ilocalsize;
13487 projectionvector[0][2] = planes[2][0] * ilocalsize;
13488 projectionvector[1][0] = planes[0][1] * ilocalsize;
13489 projectionvector[1][1] = planes[1][1] * ilocalsize;
13490 projectionvector[1][2] = planes[2][1] * ilocalsize;
13491 projectionvector[2][0] = planes[0][2] * ilocalsize;
13492 projectionvector[2][1] = planes[1][2] * ilocalsize;
13493 projectionvector[2][2] = planes[2][2] * ilocalsize;
13494 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13495 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13496 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13497 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13501 dynamic = model->surfmesh.isanimated;
13502 numsurfacelist = model->nummodelsurfaces;
13503 surfacelist = model->sortedmodelsurfaces;
13504 surfaces = model->data_surfaces;
13507 bih_triangles_count = -1;
13510 if(model->render_bih.numleafs)
13511 bih = &model->render_bih;
13512 else if(model->collision_bih.numleafs)
13513 bih = &model->collision_bih;
13516 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13517 if(bih_triangles_count == 0)
13519 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13521 if(bih_triangles_count > 0)
13523 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13525 surfaceindex = bih_surfaces[triangleindex];
13526 surface = surfaces + surfaceindex;
13527 texture = surface->texture;
13528 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13530 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13532 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13537 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13539 surfaceindex = surfacelist[surfacelistindex];
13540 surface = surfaces + surfaceindex;
13541 // check cull box first because it rejects more than any other check
13542 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13544 // skip transparent surfaces
13545 texture = surface->texture;
13546 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13548 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13550 numtriangles = surface->num_triangles;
13551 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13552 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13557 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13558 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)
13560 int renderentityindex;
13561 float worldmins[3];
13562 float worldmaxs[3];
13563 entity_render_t *ent;
13565 if (!cl_decals_newsystem.integer)
13568 worldmins[0] = worldorigin[0] - worldsize;
13569 worldmins[1] = worldorigin[1] - worldsize;
13570 worldmins[2] = worldorigin[2] - worldsize;
13571 worldmaxs[0] = worldorigin[0] + worldsize;
13572 worldmaxs[1] = worldorigin[1] + worldsize;
13573 worldmaxs[2] = worldorigin[2] + worldsize;
13575 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13577 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13579 ent = r_refdef.scene.entities[renderentityindex];
13580 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13583 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13587 typedef struct r_decalsystem_splatqueue_s
13589 vec3_t worldorigin;
13590 vec3_t worldnormal;
13596 r_decalsystem_splatqueue_t;
13598 int r_decalsystem_numqueued = 0;
13599 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13601 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)
13603 r_decalsystem_splatqueue_t *queue;
13605 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13608 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13609 VectorCopy(worldorigin, queue->worldorigin);
13610 VectorCopy(worldnormal, queue->worldnormal);
13611 Vector4Set(queue->color, r, g, b, a);
13612 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13613 queue->worldsize = worldsize;
13614 queue->decalsequence = cl.decalsequence++;
13617 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13620 r_decalsystem_splatqueue_t *queue;
13622 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13623 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);
13624 r_decalsystem_numqueued = 0;
13627 extern cvar_t cl_decals_max;
13628 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13631 decalsystem_t *decalsystem = &ent->decalsystem;
13638 if (!decalsystem->numdecals)
13641 if (r_showsurfaces.integer)
13644 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13646 R_DecalSystem_Reset(decalsystem);
13650 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13651 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13653 if (decalsystem->lastupdatetime)
13654 frametime = (cl.time - decalsystem->lastupdatetime);
13657 decalsystem->lastupdatetime = cl.time;
13658 decal = decalsystem->decals;
13659 numdecals = decalsystem->numdecals;
13661 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13663 if (decal->color4ub[0][3])
13665 decal->lived += frametime;
13666 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13668 memset(decal, 0, sizeof(*decal));
13669 if (decalsystem->freedecal > i)
13670 decalsystem->freedecal = i;
13674 decal = decalsystem->decals;
13675 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13678 // collapse the array by shuffling the tail decals into the gaps
13681 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13682 decalsystem->freedecal++;
13683 if (decalsystem->freedecal == numdecals)
13685 decal[decalsystem->freedecal] = decal[--numdecals];
13688 decalsystem->numdecals = numdecals;
13690 if (numdecals <= 0)
13692 // if there are no decals left, reset decalsystem
13693 R_DecalSystem_Reset(decalsystem);
13697 extern skinframe_t *decalskinframe;
13698 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13701 decalsystem_t *decalsystem = &ent->decalsystem;
13710 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13713 numdecals = decalsystem->numdecals;
13717 if (r_showsurfaces.integer)
13720 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13722 R_DecalSystem_Reset(decalsystem);
13726 // if the model is static it doesn't matter what value we give for
13727 // wantnormals and wanttangents, so this logic uses only rules applicable
13728 // to a model, knowing that they are meaningless otherwise
13729 if (ent == r_refdef.scene.worldentity)
13730 RSurf_ActiveWorldEntity();
13732 RSurf_ActiveModelEntity(ent, false, false, false);
13734 decalsystem->lastupdatetime = cl.time;
13735 decal = decalsystem->decals;
13737 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13739 // update vertex positions for animated models
13740 v3f = decalsystem->vertex3f;
13741 c4f = decalsystem->color4f;
13742 t2f = decalsystem->texcoord2f;
13743 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13745 if (!decal->color4ub[0][3])
13748 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13751 // update color values for fading decals
13752 if (decal->lived >= cl_decals_time.value)
13754 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13755 alpha *= (1.0f/255.0f);
13758 alpha = 1.0f/255.0f;
13760 c4f[ 0] = decal->color4ub[0][0] * alpha;
13761 c4f[ 1] = decal->color4ub[0][1] * alpha;
13762 c4f[ 2] = decal->color4ub[0][2] * alpha;
13764 c4f[ 4] = decal->color4ub[1][0] * alpha;
13765 c4f[ 5] = decal->color4ub[1][1] * alpha;
13766 c4f[ 6] = decal->color4ub[1][2] * alpha;
13768 c4f[ 8] = decal->color4ub[2][0] * alpha;
13769 c4f[ 9] = decal->color4ub[2][1] * alpha;
13770 c4f[10] = decal->color4ub[2][2] * alpha;
13773 t2f[0] = decal->texcoord2f[0][0];
13774 t2f[1] = decal->texcoord2f[0][1];
13775 t2f[2] = decal->texcoord2f[1][0];
13776 t2f[3] = decal->texcoord2f[1][1];
13777 t2f[4] = decal->texcoord2f[2][0];
13778 t2f[5] = decal->texcoord2f[2][1];
13780 // update vertex positions for animated models
13781 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13783 e = rsurface.modelelement3i + 3*decal->triangleindex;
13784 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13785 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13786 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13790 VectorCopy(decal->vertex3f[0], v3f);
13791 VectorCopy(decal->vertex3f[1], v3f + 3);
13792 VectorCopy(decal->vertex3f[2], v3f + 6);
13795 if (r_refdef.fogenabled)
13797 alpha = RSurf_FogVertex(v3f);
13798 VectorScale(c4f, alpha, c4f);
13799 alpha = RSurf_FogVertex(v3f + 3);
13800 VectorScale(c4f + 4, alpha, c4f + 4);
13801 alpha = RSurf_FogVertex(v3f + 6);
13802 VectorScale(c4f + 8, alpha, c4f + 8);
13813 r_refdef.stats.drawndecals += numtris;
13815 // now render the decals all at once
13816 // (this assumes they all use one particle font texture!)
13817 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);
13818 R_Mesh_ResetTextureState();
13819 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13820 GL_DepthMask(false);
13821 GL_DepthRange(0, 1);
13822 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13823 GL_DepthTest(true);
13824 GL_CullFace(GL_NONE);
13825 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13826 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13827 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13831 static void R_DrawModelDecals(void)
13835 // fade faster when there are too many decals
13836 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13837 for (i = 0;i < r_refdef.scene.numentities;i++)
13838 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13840 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13841 for (i = 0;i < r_refdef.scene.numentities;i++)
13842 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13843 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13845 R_DecalSystem_ApplySplatEntitiesQueue();
13847 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13848 for (i = 0;i < r_refdef.scene.numentities;i++)
13849 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13851 r_refdef.stats.totaldecals += numdecals;
13853 if (r_showsurfaces.integer)
13856 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13858 for (i = 0;i < r_refdef.scene.numentities;i++)
13860 if (!r_refdef.viewcache.entityvisible[i])
13862 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13863 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13867 extern cvar_t mod_collision_bih;
13868 void R_DrawDebugModel(void)
13870 entity_render_t *ent = rsurface.entity;
13871 int i, j, k, l, flagsmask;
13872 const msurface_t *surface;
13873 dp_model_t *model = ent->model;
13876 switch(vid.renderpath)
13878 case RENDERPATH_GL11:
13879 case RENDERPATH_GL13:
13880 case RENDERPATH_GL20:
13881 case RENDERPATH_CGGL:
13883 case RENDERPATH_D3D9:
13884 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13886 case RENDERPATH_D3D10:
13887 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13889 case RENDERPATH_D3D11:
13890 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13894 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13896 R_Mesh_ResetTextureState();
13897 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13898 GL_DepthRange(0, 1);
13899 GL_DepthTest(!r_showdisabledepthtest.integer);
13900 GL_DepthMask(false);
13901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13903 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13907 qboolean cullbox = ent == r_refdef.scene.worldentity;
13908 const q3mbrush_t *brush;
13909 const bih_t *bih = &model->collision_bih;
13910 const bih_leaf_t *bihleaf;
13911 float vertex3f[3][3];
13912 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13914 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13916 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13918 switch (bihleaf->type)
13921 brush = model->brush.data_brushes + bihleaf->itemindex;
13922 if (brush->colbrushf && brush->colbrushf->numtriangles)
13924 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13925 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13926 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13929 case BIH_COLLISIONTRIANGLE:
13930 triangleindex = bihleaf->itemindex;
13931 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13932 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13933 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13934 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13935 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13936 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13938 case BIH_RENDERTRIANGLE:
13939 triangleindex = bihleaf->itemindex;
13940 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13941 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13942 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13943 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13944 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13945 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13951 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13953 if (r_showtris.integer || r_shownormals.integer)
13955 if (r_showdisabledepthtest.integer)
13957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13958 GL_DepthMask(false);
13962 GL_BlendFunc(GL_ONE, GL_ZERO);
13963 GL_DepthMask(true);
13965 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13967 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13969 rsurface.texture = R_GetCurrentTexture(surface->texture);
13970 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13972 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13973 if (r_showtris.value > 0)
13975 if (!rsurface.texture->currentlayers->depthmask)
13976 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13977 else if (ent == r_refdef.scene.worldentity)
13978 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13980 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13981 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13982 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13984 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13987 if (r_shownormals.value < 0)
13989 qglBegin(GL_LINES);
13990 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13992 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13993 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13994 qglVertex3f(v[0], v[1], v[2]);
13995 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13996 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13997 qglVertex3f(v[0], v[1], v[2]);
14002 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14004 qglBegin(GL_LINES);
14005 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14007 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14008 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14009 qglVertex3f(v[0], v[1], v[2]);
14010 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14011 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14012 qglVertex3f(v[0], v[1], v[2]);
14016 qglBegin(GL_LINES);
14017 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14019 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14020 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14021 qglVertex3f(v[0], v[1], v[2]);
14022 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14023 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14024 qglVertex3f(v[0], v[1], v[2]);
14028 qglBegin(GL_LINES);
14029 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14031 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14032 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14033 qglVertex3f(v[0], v[1], v[2]);
14034 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14035 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14036 qglVertex3f(v[0], v[1], v[2]);
14043 rsurface.texture = NULL;
14047 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14048 int r_maxsurfacelist = 0;
14049 const msurface_t **r_surfacelist = NULL;
14050 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14052 int i, j, endj, flagsmask;
14053 dp_model_t *model = r_refdef.scene.worldmodel;
14054 msurface_t *surfaces;
14055 unsigned char *update;
14056 int numsurfacelist = 0;
14060 if (r_maxsurfacelist < model->num_surfaces)
14062 r_maxsurfacelist = model->num_surfaces;
14064 Mem_Free((msurface_t**)r_surfacelist);
14065 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14068 RSurf_ActiveWorldEntity();
14070 surfaces = model->data_surfaces;
14071 update = model->brushq1.lightmapupdateflags;
14073 // update light styles on this submodel
14074 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14076 model_brush_lightstyleinfo_t *style;
14077 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14079 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14081 int *list = style->surfacelist;
14082 style->value = r_refdef.scene.lightstylevalue[style->style];
14083 for (j = 0;j < style->numsurfaces;j++)
14084 update[list[j]] = true;
14089 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14093 R_DrawDebugModel();
14094 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14098 rsurface.lightmaptexture = NULL;
14099 rsurface.deluxemaptexture = NULL;
14100 rsurface.uselightmaptexture = false;
14101 rsurface.texture = NULL;
14102 rsurface.rtlight = NULL;
14103 numsurfacelist = 0;
14104 // add visible surfaces to draw list
14105 for (i = 0;i < model->nummodelsurfaces;i++)
14107 j = model->sortedmodelsurfaces[i];
14108 if (r_refdef.viewcache.world_surfacevisible[j])
14109 r_surfacelist[numsurfacelist++] = surfaces + j;
14111 // update lightmaps if needed
14112 if (model->brushq1.firstrender)
14114 model->brushq1.firstrender = false;
14115 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14117 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14121 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14122 if (r_refdef.viewcache.world_surfacevisible[j])
14124 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14126 // don't do anything if there were no surfaces
14127 if (!numsurfacelist)
14129 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14132 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14133 GL_AlphaTest(false);
14135 // add to stats if desired
14136 if (r_speeds.integer && !skysurfaces && !depthonly)
14138 r_refdef.stats.world_surfaces += numsurfacelist;
14139 for (j = 0;j < numsurfacelist;j++)
14140 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14143 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14146 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14148 int i, j, endj, flagsmask;
14149 dp_model_t *model = ent->model;
14150 msurface_t *surfaces;
14151 unsigned char *update;
14152 int numsurfacelist = 0;
14156 if (r_maxsurfacelist < model->num_surfaces)
14158 r_maxsurfacelist = model->num_surfaces;
14160 Mem_Free((msurface_t **)r_surfacelist);
14161 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14164 // if the model is static it doesn't matter what value we give for
14165 // wantnormals and wanttangents, so this logic uses only rules applicable
14166 // to a model, knowing that they are meaningless otherwise
14167 if (ent == r_refdef.scene.worldentity)
14168 RSurf_ActiveWorldEntity();
14169 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14170 RSurf_ActiveModelEntity(ent, false, false, false);
14172 RSurf_ActiveModelEntity(ent, true, true, true);
14173 else if (depthonly)
14175 switch (vid.renderpath)
14177 case RENDERPATH_GL20:
14178 case RENDERPATH_CGGL:
14179 case RENDERPATH_D3D9:
14180 case RENDERPATH_D3D10:
14181 case RENDERPATH_D3D11:
14182 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14184 case RENDERPATH_GL13:
14185 case RENDERPATH_GL11:
14186 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14192 switch (vid.renderpath)
14194 case RENDERPATH_GL20:
14195 case RENDERPATH_CGGL:
14196 case RENDERPATH_D3D9:
14197 case RENDERPATH_D3D10:
14198 case RENDERPATH_D3D11:
14199 RSurf_ActiveModelEntity(ent, true, true, false);
14201 case RENDERPATH_GL13:
14202 case RENDERPATH_GL11:
14203 RSurf_ActiveModelEntity(ent, true, false, false);
14208 surfaces = model->data_surfaces;
14209 update = model->brushq1.lightmapupdateflags;
14211 // update light styles
14212 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14214 model_brush_lightstyleinfo_t *style;
14215 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14217 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14219 int *list = style->surfacelist;
14220 style->value = r_refdef.scene.lightstylevalue[style->style];
14221 for (j = 0;j < style->numsurfaces;j++)
14222 update[list[j]] = true;
14227 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14231 R_DrawDebugModel();
14232 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14236 rsurface.lightmaptexture = NULL;
14237 rsurface.deluxemaptexture = NULL;
14238 rsurface.uselightmaptexture = false;
14239 rsurface.texture = NULL;
14240 rsurface.rtlight = NULL;
14241 numsurfacelist = 0;
14242 // add visible surfaces to draw list
14243 for (i = 0;i < model->nummodelsurfaces;i++)
14244 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14245 // don't do anything if there were no surfaces
14246 if (!numsurfacelist)
14248 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14251 // update lightmaps if needed
14255 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14260 R_BuildLightMap(ent, surfaces + j);
14265 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14267 R_BuildLightMap(ent, surfaces + j);
14268 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14269 GL_AlphaTest(false);
14271 // add to stats if desired
14272 if (r_speeds.integer && !skysurfaces && !depthonly)
14274 r_refdef.stats.entities_surfaces += numsurfacelist;
14275 for (j = 0;j < numsurfacelist;j++)
14276 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14279 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14282 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14284 static texture_t texture;
14285 static msurface_t surface;
14286 const msurface_t *surfacelist = &surface;
14288 // fake enough texture and surface state to render this geometry
14290 texture.update_lastrenderframe = -1; // regenerate this texture
14291 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14292 texture.currentskinframe = skinframe;
14293 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14294 texture.offsetmapping = OFFSETMAPPING_OFF;
14295 texture.offsetscale = 1;
14296 texture.specularscalemod = 1;
14297 texture.specularpowermod = 1;
14299 surface.texture = &texture;
14300 surface.num_triangles = numtriangles;
14301 surface.num_firsttriangle = firsttriangle;
14302 surface.num_vertices = numvertices;
14303 surface.num_firstvertex = firstvertex;
14306 rsurface.texture = R_GetCurrentTexture(surface.texture);
14307 rsurface.lightmaptexture = NULL;
14308 rsurface.deluxemaptexture = NULL;
14309 rsurface.uselightmaptexture = false;
14310 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14313 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)
14315 static msurface_t surface;
14316 const msurface_t *surfacelist = &surface;
14318 // fake enough texture and surface state to render this geometry
14320 surface.texture = texture;
14321 surface.num_triangles = numtriangles;
14322 surface.num_firsttriangle = firsttriangle;
14323 surface.num_vertices = numvertices;
14324 surface.num_firstvertex = firstvertex;
14327 rsurface.texture = R_GetCurrentTexture(surface.texture);
14328 rsurface.lightmaptexture = NULL;
14329 rsurface.deluxemaptexture = NULL;
14330 rsurface.uselightmaptexture = false;
14331 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);