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 "#ifdef USESHADOWMAP2D\n"
591 "# ifdef GL_EXT_gpu_shader4\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "# ifdef GL_ARB_texture_gather\n"
595 "# extension GL_ARB_texture_gather : enable\n"
597 "# ifdef GL_AMD_texture_texture4\n"
598 "# extension GL_AMD_texture_texture4 : enable\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
627 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
639 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
644 "#ifdef FRAGMENT_SHADER\n"
647 " gl_FragColor = gl_Color;\n"
650 "#else // !MODE_SHOWDEPTH\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
659 "#ifdef VERTEX_SHADER\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
673 "uniform sampler2D Texture_Second;\n"
674 "uniform vec4 BloomColorSubtract;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 " // FIXME temporary hack to detect the case that the reflection\n"
939 " // gets blackened at edges due to leaving the area that contains actual\n"
941 " // Remove this 'ack once we have a better way to stop this thing from\n"
943 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
957 "#else // !MODE_WATER\n"
962 "// common definitions between vertex shader and fragment shader:\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1008 "uniform vec4 FogPlane;\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1018 "// 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"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1027 "uniform sampler2D Texture_Glow;\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1076 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 " fogfrac = fogheightpixel.a;\n"
1082 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1087 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1089 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 " // 14 sample relief mapping: linear search and then binary search\n"
1100 " // this basically steps forward a small amount repeatedly until it finds\n"
1101 " // itself inside solid, then jitters forward and back using decreasing\n"
1102 " // amounts to find the impact\n"
1103 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 " vec3 RT = vec3(TexCoord, 1);\n"
1107 " OffsetVector *= 0.1;\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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) - 0.5);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1121 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1124 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 " // this basically moves forward the full distance, and then backs up based\n"
1126 " // on height of samples\n"
1127 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 " TexCoord += OffsetVector;\n"
1131 " OffsetVector *= 0.333;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 " return TexCoord;\n"
1138 "#endif // USEOFFSETMAPPING\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#if defined(USESHADOWMAP2D)\n"
1160 "uniform vec2 ShadowMap_TextureScale;\n"
1161 "uniform vec4 ShadowMap_Parameters;\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1168 "# ifdef USESHADOWMAPVSDCT\n"
1169 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1173 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " float ma = adir.z;\n"
1181 " vec4 proj = vec4(dir, 2.5);\n"
1182 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1183 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1184 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1185 " 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"
1189 "#endif // defined(USESHADOWMAP2D)\n"
1191 "# ifdef USESHADOWMAP2D\n"
1192 "float ShadowMapCompare(vec3 dir)\n"
1194 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1197 "# ifdef USESHADOWSAMPLER\n"
1198 "# ifdef USESHADOWMAPPCF\n"
1199 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1200 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1201 " 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"
1203 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1206 "# ifdef USESHADOWMAPPCF\n"
1207 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1208 "# ifdef GL_ARB_texture_gather\n"
1209 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1211 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1213 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1216 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1217 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1218 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1219 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1220 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1221 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1222 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1223 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1224 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1225 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1226 " locols.yz += group2.ab;\n"
1227 " hicols.yz += group8.rg;\n"
1228 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1229 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1230 " mix(locols, hicols, offset.y);\n"
1231 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1232 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1233 " f = dot(cols, vec4(1.0/25.0));\n"
1235 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1236 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1237 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1238 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1239 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1240 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1241 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1244 "# ifdef GL_EXT_gpu_shader4\n"
1245 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1247 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1251 " center *= ShadowMap_TextureScale;\n"
1252 " 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"
1253 " 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"
1254 " 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"
1255 " 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"
1256 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1257 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1259 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1260 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1261 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1262 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1263 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1264 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1268 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1271 "# ifdef USESHADOWMAPORTHO\n"
1272 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1279 "#endif // FRAGMENT_SHADER\n"
1284 "#ifdef MODE_DEFERREDGEOMETRY\n"
1285 "#ifdef VERTEX_SHADER\n"
1286 "uniform mat4 TexMatrix;\n"
1287 "#ifdef USEVERTEXTEXTUREBLEND\n"
1288 "uniform mat4 BackgroundTexMatrix;\n"
1290 "uniform mat4 ModelViewMatrix;\n"
1293 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1294 "#ifdef USEVERTEXTEXTUREBLEND\n"
1295 " gl_FrontColor = gl_Color;\n"
1296 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1299 " // transform unnormalized eye direction into tangent space\n"
1300 "#ifdef USEOFFSETMAPPING\n"
1301 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1302 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1303 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1304 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1307 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1308 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1309 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1310 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1312 "#endif // VERTEX_SHADER\n"
1314 "#ifdef FRAGMENT_SHADER\n"
1317 "#ifdef USEOFFSETMAPPING\n"
1318 " // apply offsetmapping\n"
1319 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1320 "#define TexCoord TexCoordOffset\n"
1323 "#ifdef USEALPHAKILL\n"
1324 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1330 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1331 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1332 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1337 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1339 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1340 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1343 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1345 "#endif // FRAGMENT_SHADER\n"
1346 "#else // !MODE_DEFERREDGEOMETRY\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "#ifdef VERTEX_SHADER\n"
1353 "uniform mat4 ModelViewMatrix;\n"
1356 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1357 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1359 "#endif // VERTEX_SHADER\n"
1361 "#ifdef FRAGMENT_SHADER\n"
1362 "uniform mat4 ViewToLight;\n"
1363 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1364 "uniform vec2 ScreenToDepth;\n"
1365 "uniform myhalf3 DeferredColor_Ambient;\n"
1366 "uniform myhalf3 DeferredColor_Diffuse;\n"
1367 "#ifdef USESPECULAR\n"
1368 "uniform myhalf3 DeferredColor_Specular;\n"
1369 "uniform myhalf SpecularPower;\n"
1371 "uniform myhalf2 PixelToScreenTexCoord;\n"
1374 " // calculate viewspace pixel position\n"
1375 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1377 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1378 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1379 " // decode viewspace pixel normal\n"
1380 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1381 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1382 " // surfacenormal = pixel normal in viewspace\n"
1383 " // LightVector = pixel to light in viewspace\n"
1384 " // CubeVector = position in lightspace\n"
1385 " // eyevector = pixel to view in viewspace\n"
1386 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1387 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " // calculate diffuse shading\n"
1390 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1391 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1393 "#ifdef USESPECULAR\n"
1394 " // calculate directional shading\n"
1395 " vec3 eyevector = position * -1.0;\n"
1396 "# ifdef USEEXACTSPECULARMATH\n"
1397 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1399 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1400 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1404 "#if defined(USESHADOWMAP2D)\n"
1405 " fade *= ShadowMapCompare(CubeVector);\n"
1408 "#ifdef USEDIFFUSE\n"
1409 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1411 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1413 "#ifdef USESPECULAR\n"
1414 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1416 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1419 "# ifdef USECUBEFILTER\n"
1420 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1421 " gl_FragData[0].rgb *= cubecolor;\n"
1422 " gl_FragData[1].rgb *= cubecolor;\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 TexMatrix;\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "uniform mat4 BackgroundTexMatrix;\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "uniform mat4 ModelToLight;\n"
1439 "#ifdef USESHADOWMAPORTHO\n"
1440 "uniform mat4 ShadowMapMatrix;\n"
1444 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1445 " gl_FrontColor = gl_Color;\n"
1447 " // copy the surface texcoord\n"
1448 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1452 "#ifdef USELIGHTMAP\n"
1453 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1456 "#ifdef MODE_LIGHTSOURCE\n"
1457 " // transform vertex position into light attenuation/cubemap space\n"
1458 " // (-1 to +1 across the light box)\n"
1459 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1461 "# ifdef USEDIFFUSE\n"
1462 " // transform unnormalized light direction into tangent space\n"
1463 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1464 " // normalize it per pixel)\n"
1465 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1466 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1467 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1468 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1472 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1473 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1474 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1475 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1478 " // transform unnormalized eye direction into tangent space\n"
1479 "#ifdef USEEYEVECTOR\n"
1480 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1481 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1482 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1483 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1487 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1488 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1491 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1492 " VectorS = gl_MultiTexCoord1.xyz;\n"
1493 " VectorT = gl_MultiTexCoord2.xyz;\n"
1494 " VectorR = gl_MultiTexCoord3.xyz;\n"
1497 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1498 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1500 "#ifdef USESHADOWMAPORTHO\n"
1501 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1504 "#ifdef USEREFLECTION\n"
1505 " ModelViewProjectionPosition = gl_Position;\n"
1508 "#endif // VERTEX_SHADER\n"
1513 "#ifdef FRAGMENT_SHADER\n"
1514 "#ifdef USEDEFERREDLIGHTMAP\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1516 "uniform myhalf3 DeferredMod_Diffuse;\n"
1517 "uniform myhalf3 DeferredMod_Specular;\n"
1519 "uniform myhalf3 Color_Ambient;\n"
1520 "uniform myhalf3 Color_Diffuse;\n"
1521 "uniform myhalf3 Color_Specular;\n"
1522 "uniform myhalf SpecularPower;\n"
1524 "uniform myhalf3 Color_Glow;\n"
1526 "uniform myhalf Alpha;\n"
1527 "#ifdef USEREFLECTION\n"
1528 "uniform vec4 DistortScaleRefractReflect;\n"
1529 "uniform vec4 ScreenScaleRefractReflect;\n"
1530 "uniform vec4 ScreenCenterRefractReflect;\n"
1531 "uniform myhalf4 ReflectColor;\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "uniform mat4 ModelToReflectCube;\n"
1535 "uniform sampler2D Texture_ReflectMask;\n"
1536 "uniform samplerCube Texture_ReflectCube;\n"
1538 "#ifdef MODE_LIGHTDIRECTION\n"
1539 "uniform myhalf3 LightColor;\n"
1541 "#ifdef MODE_LIGHTSOURCE\n"
1542 "uniform myhalf3 LightColor;\n"
1546 "#ifdef USEOFFSETMAPPING\n"
1547 " // apply offsetmapping\n"
1548 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1549 "#define TexCoord TexCoordOffset\n"
1552 " // combine the diffuse textures (base, pants, shirt)\n"
1553 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1554 "#ifdef USEALPHAKILL\n"
1555 " if (color.a < 0.5)\n"
1558 " color.a *= Alpha;\n"
1559 "#ifdef USECOLORMAPPING\n"
1560 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1562 "#ifdef USEVERTEXTEXTUREBLEND\n"
1563 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1564 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1565 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1566 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1568 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1571 " // get the surface normal\n"
1572 "#ifdef USEVERTEXTEXTUREBLEND\n"
1573 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1575 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1578 " // get the material colors\n"
1579 " myhalf3 diffusetex = color.rgb;\n"
1580 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1581 "# ifdef USEVERTEXTEXTUREBLEND\n"
1582 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1584 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1588 "#ifdef USEREFLECTCUBE\n"
1589 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1590 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1591 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1592 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1598 "#ifdef MODE_LIGHTSOURCE\n"
1599 " // light source\n"
1600 "#ifdef USEDIFFUSE\n"
1601 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1602 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1603 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1604 "#ifdef USESPECULAR\n"
1605 "#ifdef USEEXACTSPECULARMATH\n"
1606 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1608 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1609 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1611 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1614 " color.rgb = diffusetex * Color_Ambient;\n"
1616 " color.rgb *= LightColor;\n"
1617 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1618 "#if defined(USESHADOWMAP2D)\n"
1619 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1621 "# ifdef USECUBEFILTER\n"
1622 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1624 "#endif // MODE_LIGHTSOURCE\n"
1629 "#ifdef MODE_LIGHTDIRECTION\n"
1631 "#ifdef USEDIFFUSE\n"
1632 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1634 "#define lightcolor LightColor\n"
1635 "#endif // MODE_LIGHTDIRECTION\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1638 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1639 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 " // convert modelspace light vector to tangentspace\n"
1642 " myhalf3 lightnormal;\n"
1643 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1644 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1645 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1646 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1647 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1648 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1649 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1650 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1651 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1652 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1653 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1654 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1655 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1656 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1657 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1659 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1660 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1661 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1667 "#ifdef MODE_LIGHTMAP\n"
1668 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1669 "#endif // MODE_LIGHTMAP\n"
1670 "#ifdef MODE_VERTEXCOLOR\n"
1671 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1672 "#endif // MODE_VERTEXCOLOR\n"
1673 "#ifdef MODE_FLATCOLOR\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1675 "#endif // MODE_FLATCOLOR\n"
1681 "# ifdef USEDIFFUSE\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "# ifdef USESPECULAR\n"
1684 "# ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1692 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1699 "#ifdef USESHADOWMAPORTHO\n"
1700 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1703 "#ifdef USEDEFERREDLIGHTMAP\n"
1704 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1705 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1706 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1710 "#ifdef USEVERTEXTEXTUREBLEND\n"
1711 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1713 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1718 " color.rgb = FogVertex(color.rgb);\n"
1721 " // 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"
1722 "#ifdef USEREFLECTION\n"
1723 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1724 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1725 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1726 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1727 " // FIXME temporary hack to detect the case that the reflection\n"
1728 " // gets blackened at edges due to leaving the area that contains actual\n"
1730 " // Remove this 'ack once we have a better way to stop this thing from\n"
1732 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1733 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1734 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1735 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1736 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1737 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1740 " gl_FragColor = vec4(color);\n"
1742 "#endif // FRAGMENT_SHADER\n"
1744 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1745 "#endif // !MODE_DEFERREDGEOMETRY\n"
1746 "#endif // !MODE_WATER\n"
1747 "#endif // !MODE_REFRACTION\n"
1748 "#endif // !MODE_BLOOMBLUR\n"
1749 "#endif // !MODE_GENERIC\n"
1750 "#endif // !MODE_POSTPROCESS\n"
1751 "#endif // !MODE_SHOWDEPTH\n"
1752 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1768 =========================================================================================================================================================
1772 =========================================================================================================================================================
1776 =========================================================================================================================================================
1780 =========================================================================================================================================================
1783 const char *builtincgshaderstring =
1784 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1785 "// written by Forest 'LordHavoc' Hale\n"
1786 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1788 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1789 "#if defined(USEREFLECTION)\n"
1790 "#undef USESHADOWMAPORTHO\n"
1793 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1796 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1797 "#define USELIGHTMAP\n"
1799 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1800 "#define USEEYEVECTOR\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1805 "//#undef USESHADOWMAPPCF\n"
1806 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1807 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1809 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1813 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1814 "#ifdef VERTEX_SHADER\n"
1817 "float4 gl_Vertex : POSITION,\n"
1818 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1819 "out float4 gl_Position : POSITION,\n"
1820 "out float Depth : TEXCOORD0\n"
1823 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1824 " Depth = gl_Position.z;\n"
1828 "#ifdef FRAGMENT_SHADER\n"
1831 "float Depth : TEXCOORD0,\n"
1832 "out float4 gl_FragColor : COLOR\n"
1835 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1836 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1837 " temp.yz -= floor(temp.yz);\n"
1838 " gl_FragColor = temp;\n"
1839 "// gl_FragColor = float4(Depth,0,0,0);\n"
1842 "#else // !MODE_DEPTH_ORSHADOW\n"
1847 "#ifdef MODE_SHOWDEPTH\n"
1848 "#ifdef VERTEX_SHADER\n"
1851 "float4 gl_Vertex : POSITION,\n"
1852 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1853 "out float4 gl_Position : POSITION,\n"
1854 "out float4 gl_FrontColor : COLOR0\n"
1857 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1858 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1862 "#ifdef FRAGMENT_SHADER\n"
1865 "float4 gl_FrontColor : COLOR0,\n"
1866 "out float4 gl_FragColor : COLOR\n"
1869 " gl_FragColor = gl_FrontColor;\n"
1872 "#else // !MODE_SHOWDEPTH\n"
1877 "#ifdef MODE_POSTPROCESS\n"
1879 "#ifdef VERTEX_SHADER\n"
1882 "float4 gl_Vertex : POSITION,\n"
1883 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1884 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1885 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1886 "out float4 gl_Position : POSITION,\n"
1887 "out float2 TexCoord1 : TEXCOORD0,\n"
1888 "out float2 TexCoord2 : TEXCOORD1\n"
1891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1892 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1894 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1902 "float2 TexCoord1 : TEXCOORD0,\n"
1903 "float2 TexCoord2 : TEXCOORD1,\n"
1904 "uniform sampler Texture_First : register(s0),\n"
1906 "uniform sampler Texture_Second : register(s1),\n"
1908 "#ifdef USEGAMMARAMPS\n"
1909 "uniform sampler Texture_GammaRamps : register(s2),\n"
1911 "#ifdef USESATURATION\n"
1912 "uniform float Saturation : register(c30),\n"
1914 "#ifdef USEVIEWTINT\n"
1915 "uniform float4 ViewTintColor : register(c41),\n"
1917 "uniform float4 UserVec1 : register(c37),\n"
1918 "uniform float4 UserVec2 : register(c38),\n"
1919 "uniform float4 UserVec3 : register(c39),\n"
1920 "uniform float4 UserVec4 : register(c40),\n"
1921 "uniform float ClientTime : register(c2),\n"
1922 "uniform float2 PixelSize : register(c25),\n"
1923 "uniform float4 BloomColorSubtract : register(c43),\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1929 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1931 "#ifdef USEVIEWTINT\n"
1932 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1935 "#ifdef USEPOSTPROCESSING\n"
1936 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1937 "// 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"
1938 " float sobel = 1.0;\n"
1939 " // float2 ts = textureSize(Texture_First, 0);\n"
1940 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1941 " float2 px = PixelSize;\n"
1942 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1943 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1944 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1945 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1946 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1947 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1948 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1949 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1950 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1951 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1952 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1953 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1954 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1955 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1956 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1957 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1958 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1959 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1960 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1961 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1962 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1963 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1964 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1965 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1966 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1967 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1968 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1969 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1970 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1971 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1972 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1973 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1976 "#ifdef USESATURATION\n"
1977 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1978 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1979 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1980 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1983 "#ifdef USEGAMMARAMPS\n"
1984 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1985 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1986 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1990 "#else // !MODE_POSTPROCESS\n"
1995 "#ifdef MODE_GENERIC\n"
1996 "#ifdef VERTEX_SHADER\n"
1999 "float4 gl_Vertex : POSITION,\n"
2000 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2001 "float4 gl_Color : COLOR0,\n"
2002 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2003 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2004 "out float4 gl_Position : POSITION,\n"
2005 "#ifdef USEDIFFUSE\n"
2006 "out float2 TexCoord1 : TEXCOORD0,\n"
2008 "#ifdef USESPECULAR\n"
2009 "out float2 TexCoord2 : TEXCOORD1,\n"
2011 "out float4 gl_FrontColor : COLOR\n"
2015 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2017 " gl_FrontColor = gl_Color; // Cg is forward\n"
2019 "#ifdef USEDIFFUSE\n"
2020 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2022 "#ifdef USESPECULAR\n"
2023 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2025 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2033 "float4 gl_FrontColor : COLOR0,\n"
2034 "float2 TexCoord1 : TEXCOORD0,\n"
2035 "float2 TexCoord2 : TEXCOORD1,\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "uniform sampler Texture_First : register(s0),\n"
2039 "#ifdef USESPECULAR\n"
2040 "uniform sampler Texture_Second : register(s1),\n"
2042 "out float4 gl_FragColor : COLOR\n"
2045 " gl_FragColor = gl_FrontColor;\n"
2046 "#ifdef USEDIFFUSE\n"
2047 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2050 "#ifdef USESPECULAR\n"
2051 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2052 "# ifdef USECOLORMAPPING\n"
2053 " gl_FragColor *= tex2;\n"
2056 " gl_FragColor += tex2;\n"
2058 "# ifdef USEVERTEXTEXTUREBLEND\n"
2059 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2064 "#else // !MODE_GENERIC\n"
2069 "#ifdef MODE_BLOOMBLUR\n"
2070 "#ifdef VERTEX_SHADER\n"
2073 "float4 gl_Vertex : POSITION,\n"
2074 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2075 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2076 "out float4 gl_Position : POSITION,\n"
2077 "out float2 TexCoord : TEXCOORD0\n"
2080 " TexCoord = gl_MultiTexCoord0.xy;\n"
2081 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2085 "#ifdef FRAGMENT_SHADER\n"
2089 "float2 TexCoord : TEXCOORD0,\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2091 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2092 "out float4 gl_FragColor : COLOR\n"
2096 " float2 tc = TexCoord;\n"
2097 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2098 " tc += BloomBlur_Parameters.xy;\n"
2099 " for (i = 1;i < SAMPLES;i++)\n"
2101 " color += tex2D(Texture_First, tc).rgb;\n"
2102 " tc += BloomBlur_Parameters.xy;\n"
2104 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2107 "#else // !MODE_BLOOMBLUR\n"
2108 "#ifdef MODE_REFRACTION\n"
2109 "#ifdef VERTEX_SHADER\n"
2112 "float4 gl_Vertex : POSITION,\n"
2113 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2114 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2115 "uniform float4x4 TexMatrix : register(c0),\n"
2116 "uniform float3 EyePosition : register(c24),\n"
2117 "out float4 gl_Position : POSITION,\n"
2118 "out float2 TexCoord : TEXCOORD0,\n"
2119 "out float3 EyeVector : TEXCOORD1,\n"
2120 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2123 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2124 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2125 " ModelViewProjectionPosition = gl_Position;\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2132 "float2 TexCoord : TEXCOORD0,\n"
2133 "float3 EyeVector : TEXCOORD1,\n"
2134 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2135 "uniform sampler Texture_Normal : register(s0),\n"
2136 "uniform sampler Texture_Refraction : register(s3),\n"
2137 "uniform sampler Texture_Reflection : register(s7),\n"
2138 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2139 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2140 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2141 "uniform float4 RefractColor : register(c29),\n"
2142 "out float4 gl_FragColor : COLOR\n"
2145 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2146 " //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"
2147 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2148 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2149 " // FIXME temporary hack to detect the case that the reflection\n"
2150 " // gets blackened at edges due to leaving the area that contains actual\n"
2152 " // Remove this 'ack once we have a better way to stop this thing from\n"
2154 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2155 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2156 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2157 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2158 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2159 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2162 "#else // !MODE_REFRACTION\n"
2167 "#ifdef MODE_WATER\n"
2168 "#ifdef VERTEX_SHADER\n"
2172 "float4 gl_Vertex : POSITION,\n"
2173 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2174 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2175 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2176 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2177 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2178 "uniform float4x4 TexMatrix : register(c0),\n"
2179 "uniform float3 EyePosition : register(c24),\n"
2180 "out float4 gl_Position : POSITION,\n"
2181 "out float2 TexCoord : TEXCOORD0,\n"
2182 "out float3 EyeVector : TEXCOORD1,\n"
2183 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2186 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2187 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2188 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2189 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2190 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2191 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2192 " ModelViewProjectionPosition = gl_Position;\n"
2196 "#ifdef FRAGMENT_SHADER\n"
2199 "float2 TexCoord : TEXCOORD0,\n"
2200 "float3 EyeVector : TEXCOORD1,\n"
2201 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2202 "uniform sampler Texture_Normal : register(s0),\n"
2203 "uniform sampler Texture_Refraction : register(s3),\n"
2204 "uniform sampler Texture_Reflection : register(s7),\n"
2205 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2206 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2207 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2208 "uniform float4 RefractColor : register(c29),\n"
2209 "uniform float4 ReflectColor : register(c26),\n"
2210 "uniform float ReflectFactor : register(c27),\n"
2211 "uniform float ReflectOffset : register(c28),\n"
2212 "out float4 gl_FragColor : COLOR\n"
2215 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2216 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2217 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2218 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2219 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2220 " // FIXME temporary hack to detect the case that the reflection\n"
2221 " // gets blackened at edges due to leaving the area that contains actual\n"
2223 " // Remove this 'ack once we have a better way to stop this thing from\n"
2225 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2226 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2227 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2228 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2229 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2230 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2231 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2232 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2233 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2234 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2235 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2236 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2239 "#else // !MODE_WATER\n"
2244 "// 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"
2246 "// fragment shader specific:\n"
2247 "#ifdef FRAGMENT_SHADER\n"
2250 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2253 "#ifdef USEFOGHEIGHTTEXTURE\n"
2254 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2255 " fogfrac = fogheightpixel.a;\n"
2256 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2258 "# ifdef USEFOGOUTSIDE\n"
2259 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2261 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2263 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2268 "#ifdef USEOFFSETMAPPING\n"
2269 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2271 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2272 " // 14 sample relief mapping: linear search and then binary search\n"
2273 " // this basically steps forward a small amount repeatedly until it finds\n"
2274 " // itself inside solid, then jitters forward and back using decreasing\n"
2275 " // amounts to find the impact\n"
2276 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2277 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2278 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2279 " float3 RT = float3(TexCoord, 1);\n"
2280 " OffsetVector *= 0.1;\n"
2281 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2282 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2283 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2284 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2285 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2286 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2287 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2288 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2289 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2290 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2291 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2292 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2293 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2294 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2297 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2298 " // this basically moves forward the full distance, and then backs up based\n"
2299 " // on height of samples\n"
2300 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2301 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2302 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2303 " TexCoord += OffsetVector;\n"
2304 " OffsetVector *= 0.333;\n"
2305 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2306 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2307 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2308 " return TexCoord;\n"
2311 "#endif // USEOFFSETMAPPING\n"
2313 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2314 "#if defined(USESHADOWMAP2D)\n"
2315 "# ifdef USESHADOWMAPORTHO\n"
2316 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2318 "# ifdef USESHADOWMAPVSDCT\n"
2319 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2321 " float3 adir = abs(dir);\n"
2322 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2323 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2324 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2327 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2329 " float3 adir = abs(dir);\n"
2330 " float ma = adir.z;\n"
2331 " float4 proj = float4(dir, 2.5);\n"
2332 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2333 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2335 " 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"
2337 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2338 " 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"
2343 "#endif // defined(USESHADOWMAP2D)\n"
2345 "# ifdef USESHADOWMAP2D\n"
2346 "#ifdef USESHADOWMAPVSDCT\n"
2347 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2349 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2352 "#ifdef USESHADOWMAPVSDCT\n"
2353 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2355 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2359 "# ifdef USESHADOWSAMPLER\n"
2360 "# ifdef USESHADOWMAPPCF\n"
2361 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2362 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2363 " 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"
2365 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2368 "# ifdef USESHADOWMAPPCF\n"
2369 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2370 "# ifdef GL_ARB_texture_gather\n"
2371 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2373 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2375 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2376 "# if USESHADOWMAPPCF > 1\n"
2377 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2378 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2379 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2380 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2381 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2382 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2383 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2384 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2385 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2386 " float4 locols = float4(group1.ab, group3.ab);\n"
2387 " float4 hicols = float4(group7.rg, group9.rg);\n"
2388 " locols.yz += group2.ab;\n"
2389 " hicols.yz += group8.rg;\n"
2390 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2391 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2392 " lerp(locols, hicols, offset.y);\n"
2393 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2394 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2395 " f = dot(cols, float4(1.0/25.0));\n"
2397 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2398 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2399 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2400 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2401 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2402 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2403 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2406 "# ifdef GL_EXT_gpu_shader4\n"
2407 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2409 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2411 "# if USESHADOWMAPPCF > 1\n"
2412 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2413 " center *= ShadowMap_TextureScale;\n"
2414 " 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"
2415 " 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"
2416 " 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"
2417 " 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"
2418 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2419 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2422 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2423 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2424 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2425 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2426 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2430 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2433 "# ifdef USESHADOWMAPORTHO\n"
2434 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2440 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2441 "#endif // FRAGMENT_SHADER\n"
2446 "#ifdef MODE_DEFERREDGEOMETRY\n"
2447 "#ifdef VERTEX_SHADER\n"
2450 "float4 gl_Vertex : POSITION,\n"
2451 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2452 "#ifdef USEVERTEXTEXTUREBLEND\n"
2453 "float4 gl_Color : COLOR0,\n"
2455 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2456 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2457 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2458 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2459 "uniform float4x4 TexMatrix : register(c0),\n"
2460 "#ifdef USEVERTEXTEXTUREBLEND\n"
2461 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2463 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2464 "#ifdef USEOFFSETMAPPING\n"
2465 "uniform float3 EyePosition : register(c24),\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "#ifdef USEVERTEXTEXTUREBLEND\n"
2469 "out float4 gl_FrontColor : COLOR,\n"
2471 "out float4 TexCoordBoth : TEXCOORD0,\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 "out float3 EyeVector : TEXCOORD2,\n"
2475 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2476 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2477 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2480 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2481 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2485 " gl_FrontColor = gl_Color; // Cg is forward\n"
2487 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2490 " // transform unnormalized eye direction into tangent space\n"
2491 "#ifdef USEOFFSETMAPPING\n"
2492 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2493 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2494 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2495 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2498 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2499 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2500 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2501 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2502 " VectorR.w = gl_Position.z;\n"
2504 "#endif // VERTEX_SHADER\n"
2506 "#ifdef FRAGMENT_SHADER\n"
2509 "float4 TexCoordBoth : TEXCOORD0,\n"
2510 "float3 EyeVector : TEXCOORD2,\n"
2511 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2512 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2513 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2514 "uniform sampler Texture_Normal : register(s0),\n"
2515 "#ifdef USEALPHAKILL\n"
2516 "uniform sampler Texture_Color : register(s1),\n"
2518 "uniform sampler Texture_Gloss : register(s2),\n"
2519 "#ifdef USEVERTEXTEXTUREBLEND\n"
2520 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2521 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2523 "#ifdef USEOFFSETMAPPING\n"
2524 "uniform float OffsetMapping_Scale : register(c24),\n"
2526 "uniform half SpecularPower : register(c36),\n"
2528 "out float4 gl_FragData0 : COLOR0,\n"
2529 "out float4 gl_FragData1 : COLOR1\n"
2531 "out float4 gl_FragColor : COLOR\n"
2535 " float2 TexCoord = TexCoordBoth.xy;\n"
2536 "#ifdef USEOFFSETMAPPING\n"
2537 " // apply offsetmapping\n"
2538 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2539 "#define TexCoord TexCoordOffset\n"
2542 "#ifdef USEALPHAKILL\n"
2543 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2547 "#ifdef USEVERTEXTEXTUREBLEND\n"
2548 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2549 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2550 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2551 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2554 "#ifdef USEVERTEXTEXTUREBLEND\n"
2555 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2556 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2558 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2559 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2563 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2564 " float Depth = VectorR.w / 256.0;\n"
2565 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2566 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2567 " depthcolor.yz -= floor(depthcolor.yz);\n"
2568 " gl_FragData1 = depthcolor;\n"
2570 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2573 "#endif // FRAGMENT_SHADER\n"
2574 "#else // !MODE_DEFERREDGEOMETRY\n"
2579 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2580 "#ifdef VERTEX_SHADER\n"
2583 "float4 gl_Vertex : POSITION,\n"
2584 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2585 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2586 "out float4 gl_Position : POSITION,\n"
2587 "out float4 ModelViewPosition : TEXCOORD0\n"
2590 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2591 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2593 "#endif // VERTEX_SHADER\n"
2595 "#ifdef FRAGMENT_SHADER\n"
2599 "float2 Pixel : VPOS,\n"
2601 "float2 Pixel : WPOS,\n"
2603 "float4 ModelViewPosition : TEXCOORD0,\n"
2604 "uniform float4x4 ViewToLight : register(c44),\n"
2605 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2606 "uniform float3 LightPosition : register(c23),\n"
2607 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2608 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2609 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2610 "#ifdef USESPECULAR\n"
2611 "uniform half3 DeferredColor_Specular : register(c11),\n"
2612 "uniform half SpecularPower : register(c36),\n"
2614 "uniform sampler Texture_Attenuation : register(s9),\n"
2615 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2616 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2618 "#ifdef USECUBEFILTER\n"
2619 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2622 "#ifdef USESHADOWMAP2D\n"
2623 "# ifdef USESHADOWSAMPLER\n"
2624 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2626 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2630 "#ifdef USESHADOWMAPVSDCT\n"
2631 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2634 "#if defined(USESHADOWMAP2D)\n"
2635 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2636 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2639 "out float4 gl_FragData0 : COLOR0,\n"
2640 "out float4 gl_FragData1 : COLOR1\n"
2643 " // calculate viewspace pixel position\n"
2644 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2645 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2646 " float3 position;\n"
2648 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2650 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2652 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2653 " // decode viewspace pixel normal\n"
2654 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2655 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2656 " // surfacenormal = pixel normal in viewspace\n"
2657 " // LightVector = pixel to light in viewspace\n"
2658 " // CubeVector = position in lightspace\n"
2659 " // eyevector = pixel to view in viewspace\n"
2660 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2661 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2662 "#ifdef USEDIFFUSE\n"
2663 " // calculate diffuse shading\n"
2664 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2665 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2667 "#ifdef USESPECULAR\n"
2668 " // calculate directional shading\n"
2669 " float3 eyevector = position * -1.0;\n"
2670 "# ifdef USEEXACTSPECULARMATH\n"
2671 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2673 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2674 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2680 "#ifdef USESHADOWMAPVSDCT\n"
2681 ", Texture_CubeProjection\n"
2686 "#ifdef USEDIFFUSE\n"
2687 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2689 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2691 "#ifdef USESPECULAR\n"
2692 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2694 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2697 "# ifdef USECUBEFILTER\n"
2698 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2699 " gl_FragData0.rgb *= cubecolor;\n"
2700 " gl_FragData1.rgb *= cubecolor;\n"
2703 "#endif // FRAGMENT_SHADER\n"
2704 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2709 "#ifdef VERTEX_SHADER\n"
2712 "float4 gl_Vertex : POSITION,\n"
2713 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2714 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2715 "float4 gl_Color : COLOR0,\n"
2717 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2718 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2719 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2720 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2721 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2723 "uniform float3 EyePosition : register(c24),\n"
2724 "uniform float4x4 TexMatrix : register(c0),\n"
2725 "#ifdef USEVERTEXTEXTUREBLEND\n"
2726 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2728 "#ifdef MODE_LIGHTSOURCE\n"
2729 "uniform float4x4 ModelToLight : register(c20),\n"
2731 "#ifdef MODE_LIGHTSOURCE\n"
2732 "uniform float3 LightPosition : register(c27),\n"
2734 "#ifdef MODE_LIGHTDIRECTION\n"
2735 "uniform float3 LightDir : register(c26),\n"
2737 "uniform float4 FogPlane : register(c25),\n"
2738 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2739 "uniform float3 LightPosition : register(c27),\n"
2741 "#ifdef USESHADOWMAPORTHO\n"
2742 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2744 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2745 "out float4 gl_FrontColor : COLOR,\n"
2747 "out float4 TexCoordBoth : TEXCOORD0,\n"
2748 "#ifdef USELIGHTMAP\n"
2749 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2751 "#ifdef USEEYEVECTOR\n"
2752 "out float3 EyeVector : TEXCOORD2,\n"
2754 "#ifdef USEREFLECTION\n"
2755 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2758 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2760 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2761 "out float3 LightVector : TEXCOORD1,\n"
2763 "#ifdef MODE_LIGHTSOURCE\n"
2764 "out float3 CubeVector : TEXCOORD3,\n"
2766 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2767 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2768 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2769 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2771 "#ifdef USESHADOWMAPORTHO\n"
2772 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2774 "out float4 gl_Position : POSITION\n"
2777 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2779 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2781 " gl_FrontColor = gl_Color; // Cg is forward\n"
2784 " // copy the surface texcoord\n"
2785 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2789 "#ifdef USELIGHTMAP\n"
2790 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 " // transform vertex position into light attenuation/cubemap space\n"
2795 " // (-1 to +1 across the light box)\n"
2796 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2798 "# ifdef USEDIFFUSE\n"
2799 " // transform unnormalized light direction into tangent space\n"
2800 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2801 " // normalize it per pixel)\n"
2802 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2803 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2804 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2805 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2809 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2810 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2811 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2812 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2815 " // transform unnormalized eye direction into tangent space\n"
2816 "#ifdef USEEYEVECTOR\n"
2817 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2818 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2819 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2820 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2824 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2825 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2828 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2829 " VectorS = gl_MultiTexCoord1.xyz;\n"
2830 " VectorT = gl_MultiTexCoord2.xyz;\n"
2831 " VectorR = gl_MultiTexCoord3.xyz;\n"
2834 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2835 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2837 "#ifdef USESHADOWMAPORTHO\n"
2838 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2841 "#ifdef USEREFLECTION\n"
2842 " ModelViewProjectionPosition = gl_Position;\n"
2845 "#endif // VERTEX_SHADER\n"
2850 "#ifdef FRAGMENT_SHADER\n"
2853 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "float2 Pixel : VPOS,\n"
2857 "float2 Pixel : WPOS,\n"
2860 "float4 gl_FrontColor : COLOR,\n"
2861 "float4 TexCoordBoth : TEXCOORD0,\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "float2 TexCoordLightmap : TEXCOORD1,\n"
2865 "#ifdef USEEYEVECTOR\n"
2866 "float3 EyeVector : TEXCOORD2,\n"
2868 "#ifdef USEREFLECTION\n"
2869 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2872 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2874 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2875 "float3 LightVector : TEXCOORD1,\n"
2877 "#ifdef MODE_LIGHTSOURCE\n"
2878 "float3 CubeVector : TEXCOORD3,\n"
2880 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2881 "float4 ModelViewPosition : TEXCOORD0,\n"
2883 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2884 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2885 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2886 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2888 "#ifdef USESHADOWMAPORTHO\n"
2889 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2892 "uniform sampler Texture_Normal : register(s0),\n"
2893 "uniform sampler Texture_Color : register(s1),\n"
2894 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2895 "uniform sampler Texture_Gloss : register(s2),\n"
2898 "uniform sampler Texture_Glow : register(s3),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2902 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2903 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2904 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2907 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2910 "#ifdef USECOLORMAPPING\n"
2911 "uniform sampler Texture_Pants : register(s4),\n"
2912 "uniform sampler Texture_Shirt : register(s7),\n"
2915 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2916 "uniform sampler Texture_FogMask : register(s8),\n"
2918 "#ifdef USELIGHTMAP\n"
2919 "uniform sampler Texture_Lightmap : register(s9),\n"
2921 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2922 "uniform sampler Texture_Deluxemap : register(s10),\n"
2924 "#ifdef USEREFLECTION\n"
2925 "uniform sampler Texture_Reflection : register(s7),\n"
2928 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2929 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2930 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2932 "#ifdef USEDEFERREDLIGHTMAP\n"
2933 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2934 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2935 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2936 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2939 "#ifdef USECOLORMAPPING\n"
2940 "uniform half3 Color_Pants : register(c7),\n"
2941 "uniform half3 Color_Shirt : register(c8),\n"
2944 "uniform float3 FogColor : register(c16),\n"
2945 "uniform float FogRangeRecip : register(c20),\n"
2946 "uniform float FogPlaneViewDist : register(c19),\n"
2947 "uniform float FogHeightFade : register(c17),\n"
2950 "#ifdef USEOFFSETMAPPING\n"
2951 "uniform float OffsetMapping_Scale : register(c24),\n"
2954 "#ifdef USEDEFERREDLIGHTMAP\n"
2955 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2956 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2957 "uniform half3 DeferredMod_Specular : register(c13),\n"
2959 "uniform half3 Color_Ambient : register(c3),\n"
2960 "uniform half3 Color_Diffuse : register(c4),\n"
2961 "uniform half3 Color_Specular : register(c5),\n"
2962 "uniform half SpecularPower : register(c36),\n"
2964 "uniform half3 Color_Glow : register(c6),\n"
2966 "uniform half Alpha : register(c0),\n"
2967 "#ifdef USEREFLECTION\n"
2968 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2969 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2970 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2971 "uniform half4 ReflectColor : register(c26),\n"
2973 "#ifdef USEREFLECTCUBE\n"
2974 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2975 "uniform sampler Texture_ReflectMask : register(s5),\n"
2976 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2979 "uniform half3 LightColor : register(c21),\n"
2981 "#ifdef MODE_LIGHTSOURCE\n"
2982 "uniform half3 LightColor : register(c21),\n"
2985 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2986 "uniform sampler Texture_Attenuation : register(s9),\n"
2987 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2990 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2992 "#ifdef USESHADOWMAP2D\n"
2993 "# ifdef USESHADOWSAMPLER\n"
2994 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2996 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3000 "#ifdef USESHADOWMAPVSDCT\n"
3001 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3004 "#if defined(USESHADOWMAP2D)\n"
3005 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3006 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3008 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3010 "out float4 gl_FragColor : COLOR\n"
3013 " float2 TexCoord = TexCoordBoth.xy;\n"
3014 "#ifdef USEVERTEXTEXTUREBLEND\n"
3015 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3017 "#ifdef USEOFFSETMAPPING\n"
3018 " // apply offsetmapping\n"
3019 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3020 "#define TexCoord TexCoordOffset\n"
3023 " // combine the diffuse textures (base, pants, shirt)\n"
3024 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3025 "#ifdef USEALPHAKILL\n"
3026 " if (color.a < 0.5)\n"
3029 " color.a *= Alpha;\n"
3030 "#ifdef USECOLORMAPPING\n"
3031 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3033 "#ifdef USEVERTEXTEXTUREBLEND\n"
3034 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3035 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3036 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3037 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3039 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3042 " // get the surface normal\n"
3043 "#ifdef USEVERTEXTEXTUREBLEND\n"
3044 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3046 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3049 " // get the material colors\n"
3050 " half3 diffusetex = color.rgb;\n"
3051 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3052 "# ifdef USEVERTEXTEXTUREBLEND\n"
3053 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3055 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3059 "#ifdef USEREFLECTCUBE\n"
3060 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3061 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3062 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3063 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3069 "#ifdef MODE_LIGHTSOURCE\n"
3070 " // light source\n"
3071 "#ifdef USEDIFFUSE\n"
3072 " half3 lightnormal = half3(normalize(LightVector));\n"
3073 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3074 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3075 "#ifdef USESPECULAR\n"
3076 "#ifdef USEEXACTSPECULARMATH\n"
3077 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3079 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3080 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3082 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3085 " color.rgb = diffusetex * Color_Ambient;\n"
3087 " color.rgb *= LightColor;\n"
3088 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3089 "#if defined(USESHADOWMAP2D)\n"
3090 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3091 "#ifdef USESHADOWMAPVSDCT\n"
3092 ", Texture_CubeProjection\n"
3097 "# ifdef USECUBEFILTER\n"
3098 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3101 "#ifdef USESHADOWMAP2D\n"
3102 "#ifdef USESHADOWMAPVSDCT\n"
3103 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3105 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3107 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3108 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3109 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3110 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3111 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3112 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3113 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3114 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3115 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3116 "// color.r = half(shadowmaptc.z);\n"
3117 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3118 "// color.r = half(shadowmaptc.z);\n"
3120 "// color.rgb = abs(CubeVector);\n"
3122 "// color.rgb = half3(1,1,1);\n"
3123 "#endif // MODE_LIGHTSOURCE\n"
3128 "#ifdef MODE_LIGHTDIRECTION\n"
3130 "#ifdef USEDIFFUSE\n"
3131 " half3 lightnormal = half3(normalize(LightVector));\n"
3133 "#define lightcolor LightColor\n"
3134 "#endif // MODE_LIGHTDIRECTION\n"
3135 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3137 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3138 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3139 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3140 " // convert modelspace light vector to tangentspace\n"
3141 " half3 lightnormal;\n"
3142 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3143 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3144 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3145 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3146 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3147 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3148 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3149 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3150 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3151 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3152 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3153 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3154 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3155 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3156 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3158 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3159 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3160 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3166 "#ifdef MODE_LIGHTMAP\n"
3167 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3168 "#endif // MODE_LIGHTMAP\n"
3169 "#ifdef MODE_VERTEXCOLOR\n"
3170 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3171 "#endif // MODE_VERTEXCOLOR\n"
3172 "#ifdef MODE_FLATCOLOR\n"
3173 " color.rgb = diffusetex * Color_Ambient;\n"
3174 "#endif // MODE_FLATCOLOR\n"
3180 "# ifdef USEDIFFUSE\n"
3181 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3182 "# ifdef USESPECULAR\n"
3183 "# ifdef USEEXACTSPECULARMATH\n"
3184 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3186 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3187 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3189 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3191 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3194 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#ifdef USESHADOWMAPORTHO\n"
3199 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3202 "#ifdef USEDEFERREDLIGHTMAP\n"
3203 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3204 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3205 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3206 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3207 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3211 "#ifdef USEVERTEXTEXTUREBLEND\n"
3212 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3214 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3219 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3222 " // 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"
3223 "#ifdef USEREFLECTION\n"
3224 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3225 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3226 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3227 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3228 " // FIXME temporary hack to detect the case that the reflection\n"
3229 " // gets blackened at edges due to leaving the area that contains actual\n"
3231 " // Remove this 'ack once we have a better way to stop this thing from\n"
3233 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3234 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3235 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3236 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3237 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3238 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3241 " gl_FragColor = float4(color);\n"
3243 "#endif // FRAGMENT_SHADER\n"
3245 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3246 "#endif // !MODE_DEFERREDGEOMETRY\n"
3247 "#endif // !MODE_WATER\n"
3248 "#endif // !MODE_REFRACTION\n"
3249 "#endif // !MODE_BLOOMBLUR\n"
3250 "#endif // !MODE_GENERIC\n"
3251 "#endif // !MODE_POSTPROCESS\n"
3252 "#endif // !MODE_SHOWDEPTH\n"
3253 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3256 char *glslshaderstring = NULL;
3257 char *cgshaderstring = NULL;
3258 char *hlslshaderstring = NULL;
3260 //=======================================================================================================================================================
3262 typedef struct shaderpermutationinfo_s
3264 const char *pretext;
3267 shaderpermutationinfo_t;
3269 typedef struct shadermodeinfo_s
3271 const char *vertexfilename;
3272 const char *geometryfilename;
3273 const char *fragmentfilename;
3274 const char *pretext;
3279 typedef enum shaderpermutation_e
3281 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3282 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3283 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3284 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3285 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3286 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3287 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3288 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3289 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3290 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3291 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3292 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3293 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3294 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3295 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3296 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3297 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3298 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3299 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3300 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3301 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3302 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3303 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3304 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3305 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3306 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3307 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3308 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3309 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3311 shaderpermutation_t;
3313 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3314 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3316 {"#define USEDIFFUSE\n", " diffuse"},
3317 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3318 {"#define USEVIEWTINT\n", " viewtint"},
3319 {"#define USECOLORMAPPING\n", " colormapping"},
3320 {"#define USESATURATION\n", " saturation"},
3321 {"#define USEFOGINSIDE\n", " foginside"},
3322 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3323 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3324 {"#define USEGAMMARAMPS\n", " gammaramps"},
3325 {"#define USECUBEFILTER\n", " cubefilter"},
3326 {"#define USEGLOW\n", " glow"},
3327 {"#define USEBLOOM\n", " bloom"},
3328 {"#define USESPECULAR\n", " specular"},
3329 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3330 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3331 {"#define USEREFLECTION\n", " reflection"},
3332 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3333 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3334 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3335 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3336 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3337 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3338 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3339 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3340 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3341 {"#define USEALPHAKILL\n", " alphakill"},
3342 {"#define USEREFLECTCUBE\n", " reflectcube"},
3345 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3346 typedef enum shadermode_e
3348 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3349 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3350 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3351 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3352 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3353 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3354 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3355 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3356 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3357 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3358 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3359 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3360 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3361 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3362 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3367 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3368 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3370 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3371 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3372 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3373 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3374 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3375 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3376 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3377 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3378 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3379 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3380 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3381 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3382 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3383 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3384 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3388 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3390 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3391 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3392 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3393 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3394 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3395 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3396 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3397 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3398 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3399 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3400 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3401 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3402 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3403 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3404 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3409 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3411 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3412 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3413 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3414 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3415 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3416 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3417 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3418 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3419 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3420 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3421 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3422 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3423 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3424 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3425 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3429 struct r_glsl_permutation_s;
3430 typedef struct r_glsl_permutation_s
3432 /// hash lookup data
3433 struct r_glsl_permutation_s *hashnext;
3435 unsigned int permutation;
3437 /// indicates if we have tried compiling this permutation already
3439 /// 0 if compilation failed
3441 /// locations of detected uniforms in program object, or -1 if not found
3442 int loc_Texture_First;
3443 int loc_Texture_Second;
3444 int loc_Texture_GammaRamps;
3445 int loc_Texture_Normal;
3446 int loc_Texture_Color;
3447 int loc_Texture_Gloss;
3448 int loc_Texture_Glow;
3449 int loc_Texture_SecondaryNormal;
3450 int loc_Texture_SecondaryColor;
3451 int loc_Texture_SecondaryGloss;
3452 int loc_Texture_SecondaryGlow;
3453 int loc_Texture_Pants;
3454 int loc_Texture_Shirt;
3455 int loc_Texture_FogHeightTexture;
3456 int loc_Texture_FogMask;
3457 int loc_Texture_Lightmap;
3458 int loc_Texture_Deluxemap;
3459 int loc_Texture_Attenuation;
3460 int loc_Texture_Cube;
3461 int loc_Texture_Refraction;
3462 int loc_Texture_Reflection;
3463 int loc_Texture_ShadowMap2D;
3464 int loc_Texture_CubeProjection;
3465 int loc_Texture_ScreenDepth;
3466 int loc_Texture_ScreenNormalMap;
3467 int loc_Texture_ScreenDiffuse;
3468 int loc_Texture_ScreenSpecular;
3469 int loc_Texture_ReflectMask;
3470 int loc_Texture_ReflectCube;
3472 int loc_BloomBlur_Parameters;
3474 int loc_Color_Ambient;
3475 int loc_Color_Diffuse;
3476 int loc_Color_Specular;
3478 int loc_Color_Pants;
3479 int loc_Color_Shirt;
3480 int loc_DeferredColor_Ambient;
3481 int loc_DeferredColor_Diffuse;
3482 int loc_DeferredColor_Specular;
3483 int loc_DeferredMod_Diffuse;
3484 int loc_DeferredMod_Specular;
3485 int loc_DistortScaleRefractReflect;
3486 int loc_EyePosition;
3488 int loc_FogHeightFade;
3490 int loc_FogPlaneViewDist;
3491 int loc_FogRangeRecip;
3494 int loc_LightPosition;
3495 int loc_OffsetMapping_Scale;
3497 int loc_ReflectColor;
3498 int loc_ReflectFactor;
3499 int loc_ReflectOffset;
3500 int loc_RefractColor;
3502 int loc_ScreenCenterRefractReflect;
3503 int loc_ScreenScaleRefractReflect;
3504 int loc_ScreenToDepth;
3505 int loc_ShadowMap_Parameters;
3506 int loc_ShadowMap_TextureScale;
3507 int loc_SpecularPower;
3512 int loc_ViewTintColor;
3513 int loc_ViewToLight;
3514 int loc_ModelToLight;
3516 int loc_BackgroundTexMatrix;
3517 int loc_ModelViewProjectionMatrix;
3518 int loc_ModelViewMatrix;
3519 int loc_PixelToScreenTexCoord;
3520 int loc_ModelToReflectCube;
3521 int loc_ShadowMapMatrix;
3522 int loc_BloomColorSubtract;
3524 r_glsl_permutation_t;
3526 #define SHADERPERMUTATION_HASHSIZE 256
3528 /// information about each possible shader permutation
3529 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3530 /// currently selected permutation
3531 r_glsl_permutation_t *r_glsl_permutation;
3532 /// storage for permutations linked in the hash table
3533 memexpandablearray_t r_glsl_permutationarray;
3535 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3537 //unsigned int hashdepth = 0;
3538 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3539 r_glsl_permutation_t *p;
3540 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3542 if (p->mode == mode && p->permutation == permutation)
3544 //if (hashdepth > 10)
3545 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3550 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3552 p->permutation = permutation;
3553 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3554 r_glsl_permutationhash[mode][hashindex] = p;
3555 //if (hashdepth > 10)
3556 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3560 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3563 if (!filename || !filename[0])
3565 if (!strcmp(filename, "glsl/default.glsl"))
3567 if (!glslshaderstring)
3569 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3570 if (glslshaderstring)
3571 Con_DPrintf("Loading shaders from file %s...\n", filename);
3573 glslshaderstring = (char *)builtinshaderstring;
3575 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3576 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3577 return shaderstring;
3579 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3582 if (printfromdisknotice)
3583 Con_DPrintf("from disk %s... ", filename);
3584 return shaderstring;
3586 return shaderstring;
3589 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3592 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3593 int vertstrings_count = 0;
3594 int geomstrings_count = 0;
3595 int fragstrings_count = 0;
3596 char *vertexstring, *geometrystring, *fragmentstring;
3597 const char *vertstrings_list[32+3];
3598 const char *geomstrings_list[32+3];
3599 const char *fragstrings_list[32+3];
3600 char permutationname[256];
3607 permutationname[0] = 0;
3608 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3609 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3610 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3612 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3614 // the first pretext is which type of shader to compile as
3615 // (later these will all be bound together as a program object)
3616 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3617 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3618 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3620 // the second pretext is the mode (for example a light source)
3621 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3622 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3623 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3624 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3626 // now add all the permutation pretexts
3627 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3629 if (permutation & (1<<i))
3631 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3632 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3633 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3634 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3638 // keep line numbers correct
3639 vertstrings_list[vertstrings_count++] = "\n";
3640 geomstrings_list[geomstrings_count++] = "\n";
3641 fragstrings_list[fragstrings_count++] = "\n";
3645 // now append the shader text itself
3646 vertstrings_list[vertstrings_count++] = vertexstring;
3647 geomstrings_list[geomstrings_count++] = geometrystring;
3648 fragstrings_list[fragstrings_count++] = fragmentstring;
3650 // if any sources were NULL, clear the respective list
3652 vertstrings_count = 0;
3653 if (!geometrystring)
3654 geomstrings_count = 0;
3655 if (!fragmentstring)
3656 fragstrings_count = 0;
3658 // compile the shader program
3659 if (vertstrings_count + geomstrings_count + fragstrings_count)
3660 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3664 qglUseProgramObjectARB(p->program);CHECKGLERROR
3665 // look up all the uniform variable names we care about, so we don't
3666 // have to look them up every time we set them
3668 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3669 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3670 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3671 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3672 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3673 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3674 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3675 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3676 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3677 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3678 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3679 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3680 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3681 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3682 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3683 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3684 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3685 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3686 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3687 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3688 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3689 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3690 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3691 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3692 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3693 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3694 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3695 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3696 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3697 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3698 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3699 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3700 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3701 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3702 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3703 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3704 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3705 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3706 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3707 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3708 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3709 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3710 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3711 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3712 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3713 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3714 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3715 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3716 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3717 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3718 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3719 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3720 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3721 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3722 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3723 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3724 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3725 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3726 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3727 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3728 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3729 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3730 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3731 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3732 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3733 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3734 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3735 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3736 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3737 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3738 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3739 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3740 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3741 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3742 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3743 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3744 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3745 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3746 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3747 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3748 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3749 // initialize the samplers to refer to the texture units we use
3750 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3751 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3752 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3753 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3754 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3755 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3756 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3757 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3758 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3759 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3760 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3761 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3762 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3763 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3764 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3765 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3766 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3767 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3768 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3769 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3770 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3771 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3772 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3773 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3774 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3775 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3776 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3777 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3778 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3780 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3783 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3787 Mem_Free(vertexstring);
3789 Mem_Free(geometrystring);
3791 Mem_Free(fragmentstring);
3794 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3796 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3797 if (r_glsl_permutation != perm)
3799 r_glsl_permutation = perm;
3800 if (!r_glsl_permutation->program)
3802 if (!r_glsl_permutation->compiled)
3803 R_GLSL_CompilePermutation(perm, mode, permutation);
3804 if (!r_glsl_permutation->program)
3806 // remove features until we find a valid permutation
3808 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3810 // reduce i more quickly whenever it would not remove any bits
3811 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3812 if (!(permutation & j))
3815 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3816 if (!r_glsl_permutation->compiled)
3817 R_GLSL_CompilePermutation(perm, mode, permutation);
3818 if (r_glsl_permutation->program)
3821 if (i >= SHADERPERMUTATION_COUNT)
3823 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3824 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3825 qglUseProgramObjectARB(0);CHECKGLERROR
3826 return; // no bit left to clear, entire mode is broken
3831 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3833 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3834 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3835 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3839 #include <Cg/cgGL.h>
3840 struct r_cg_permutation_s;
3841 typedef struct r_cg_permutation_s
3843 /// hash lookup data
3844 struct r_cg_permutation_s *hashnext;
3846 unsigned int permutation;
3848 /// indicates if we have tried compiling this permutation already
3850 /// 0 if compilation failed
3853 /// locations of detected parameters in programs, or NULL if not found
3854 CGparameter vp_EyePosition;
3855 CGparameter vp_FogPlane;
3856 CGparameter vp_LightDir;
3857 CGparameter vp_LightPosition;
3858 CGparameter vp_ModelToLight;
3859 CGparameter vp_TexMatrix;
3860 CGparameter vp_BackgroundTexMatrix;
3861 CGparameter vp_ModelViewProjectionMatrix;
3862 CGparameter vp_ModelViewMatrix;
3863 CGparameter vp_ShadowMapMatrix;
3865 CGparameter fp_Texture_First;
3866 CGparameter fp_Texture_Second;
3867 CGparameter fp_Texture_GammaRamps;
3868 CGparameter fp_Texture_Normal;
3869 CGparameter fp_Texture_Color;
3870 CGparameter fp_Texture_Gloss;
3871 CGparameter fp_Texture_Glow;
3872 CGparameter fp_Texture_SecondaryNormal;
3873 CGparameter fp_Texture_SecondaryColor;
3874 CGparameter fp_Texture_SecondaryGloss;
3875 CGparameter fp_Texture_SecondaryGlow;
3876 CGparameter fp_Texture_Pants;
3877 CGparameter fp_Texture_Shirt;
3878 CGparameter fp_Texture_FogHeightTexture;
3879 CGparameter fp_Texture_FogMask;
3880 CGparameter fp_Texture_Lightmap;
3881 CGparameter fp_Texture_Deluxemap;
3882 CGparameter fp_Texture_Attenuation;
3883 CGparameter fp_Texture_Cube;
3884 CGparameter fp_Texture_Refraction;
3885 CGparameter fp_Texture_Reflection;
3886 CGparameter fp_Texture_ShadowMap2D;
3887 CGparameter fp_Texture_CubeProjection;
3888 CGparameter fp_Texture_ScreenDepth;
3889 CGparameter fp_Texture_ScreenNormalMap;
3890 CGparameter fp_Texture_ScreenDiffuse;
3891 CGparameter fp_Texture_ScreenSpecular;
3892 CGparameter fp_Texture_ReflectMask;
3893 CGparameter fp_Texture_ReflectCube;
3894 CGparameter fp_Alpha;
3895 CGparameter fp_BloomBlur_Parameters;
3896 CGparameter fp_ClientTime;
3897 CGparameter fp_Color_Ambient;
3898 CGparameter fp_Color_Diffuse;
3899 CGparameter fp_Color_Specular;
3900 CGparameter fp_Color_Glow;
3901 CGparameter fp_Color_Pants;
3902 CGparameter fp_Color_Shirt;
3903 CGparameter fp_DeferredColor_Ambient;
3904 CGparameter fp_DeferredColor_Diffuse;
3905 CGparameter fp_DeferredColor_Specular;
3906 CGparameter fp_DeferredMod_Diffuse;
3907 CGparameter fp_DeferredMod_Specular;
3908 CGparameter fp_DistortScaleRefractReflect;
3909 CGparameter fp_EyePosition;
3910 CGparameter fp_FogColor;
3911 CGparameter fp_FogHeightFade;
3912 CGparameter fp_FogPlane;
3913 CGparameter fp_FogPlaneViewDist;
3914 CGparameter fp_FogRangeRecip;
3915 CGparameter fp_LightColor;
3916 CGparameter fp_LightDir;
3917 CGparameter fp_LightPosition;
3918 CGparameter fp_OffsetMapping_Scale;
3919 CGparameter fp_PixelSize;
3920 CGparameter fp_ReflectColor;
3921 CGparameter fp_ReflectFactor;
3922 CGparameter fp_ReflectOffset;
3923 CGparameter fp_RefractColor;
3924 CGparameter fp_Saturation;
3925 CGparameter fp_ScreenCenterRefractReflect;
3926 CGparameter fp_ScreenScaleRefractReflect;
3927 CGparameter fp_ScreenToDepth;
3928 CGparameter fp_ShadowMap_Parameters;
3929 CGparameter fp_ShadowMap_TextureScale;
3930 CGparameter fp_SpecularPower;
3931 CGparameter fp_UserVec1;
3932 CGparameter fp_UserVec2;
3933 CGparameter fp_UserVec3;
3934 CGparameter fp_UserVec4;
3935 CGparameter fp_ViewTintColor;
3936 CGparameter fp_ViewToLight;
3937 CGparameter fp_PixelToScreenTexCoord;
3938 CGparameter fp_ModelToReflectCube;
3939 CGparameter fp_BloomColorSubtract;
3943 /// information about each possible shader permutation
3944 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3945 /// currently selected permutation
3946 r_cg_permutation_t *r_cg_permutation;
3947 /// storage for permutations linked in the hash table
3948 memexpandablearray_t r_cg_permutationarray;
3950 #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));}}
3952 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3954 //unsigned int hashdepth = 0;
3955 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3956 r_cg_permutation_t *p;
3957 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3959 if (p->mode == mode && p->permutation == permutation)
3961 //if (hashdepth > 10)
3962 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3967 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3969 p->permutation = permutation;
3970 p->hashnext = r_cg_permutationhash[mode][hashindex];
3971 r_cg_permutationhash[mode][hashindex] = p;
3972 //if (hashdepth > 10)
3973 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3977 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3980 if (!filename || !filename[0])
3982 if (!strcmp(filename, "cg/default.cg"))
3984 if (!cgshaderstring)
3986 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3988 Con_DPrintf("Loading shaders from file %s...\n", filename);
3990 cgshaderstring = (char *)builtincgshaderstring;
3992 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3993 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3994 return shaderstring;
3996 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3999 if (printfromdisknotice)
4000 Con_DPrintf("from disk %s... ", filename);
4001 return shaderstring;
4003 return shaderstring;
4006 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4008 // TODO: load or create .fp and .vp shader files
4011 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4014 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4015 int vertstrings_count = 0, vertstring_length = 0;
4016 int geomstrings_count = 0, geomstring_length = 0;
4017 int fragstrings_count = 0, fragstring_length = 0;
4019 char *vertexstring, *geometrystring, *fragmentstring;
4020 char *vertstring, *geomstring, *fragstring;
4021 const char *vertstrings_list[32+3];
4022 const char *geomstrings_list[32+3];
4023 const char *fragstrings_list[32+3];
4024 char permutationname[256];
4025 char cachename[256];
4026 CGprofile vertexProfile;
4027 CGprofile fragmentProfile;
4035 permutationname[0] = 0;
4037 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4038 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4039 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4041 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4042 strlcat(cachename, "cg/", sizeof(cachename));
4044 // the first pretext is which type of shader to compile as
4045 // (later these will all be bound together as a program object)
4046 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4047 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4048 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4050 // the second pretext is the mode (for example a light source)
4051 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4052 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4053 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4054 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4055 strlcat(cachename, modeinfo->name, sizeof(cachename));
4057 // now add all the permutation pretexts
4058 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4060 if (permutation & (1<<i))
4062 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4063 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4064 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4065 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4066 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4070 // keep line numbers correct
4071 vertstrings_list[vertstrings_count++] = "\n";
4072 geomstrings_list[geomstrings_count++] = "\n";
4073 fragstrings_list[fragstrings_count++] = "\n";
4077 // replace spaces in the cachename with _ characters
4078 for (i = 0;cachename[i];i++)
4079 if (cachename[i] == ' ')
4082 // now append the shader text itself
4083 vertstrings_list[vertstrings_count++] = vertexstring;
4084 geomstrings_list[geomstrings_count++] = geometrystring;
4085 fragstrings_list[fragstrings_count++] = fragmentstring;
4087 // if any sources were NULL, clear the respective list
4089 vertstrings_count = 0;
4090 if (!geometrystring)
4091 geomstrings_count = 0;
4092 if (!fragmentstring)
4093 fragstrings_count = 0;
4095 vertstring_length = 0;
4096 for (i = 0;i < vertstrings_count;i++)
4097 vertstring_length += strlen(vertstrings_list[i]);
4098 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4099 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4100 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4102 geomstring_length = 0;
4103 for (i = 0;i < geomstrings_count;i++)
4104 geomstring_length += strlen(geomstrings_list[i]);
4105 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4106 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4107 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4109 fragstring_length = 0;
4110 for (i = 0;i < fragstrings_count;i++)
4111 fragstring_length += strlen(fragstrings_list[i]);
4112 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4113 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4114 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4118 //vertexProfile = CG_PROFILE_ARBVP1;
4119 //fragmentProfile = CG_PROFILE_ARBFP1;
4120 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4121 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4122 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4123 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4124 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4127 // try to load the cached shader, or generate one
4128 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4130 // if caching failed, do a dynamic compile for now
4132 if (vertstring[0] && !p->vprogram)
4133 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4135 if (fragstring[0] && !p->fprogram)
4136 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4139 // look up all the uniform variable names we care about, so we don't
4140 // have to look them up every time we set them
4144 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4145 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4146 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4147 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4148 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4149 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4150 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4151 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4152 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4153 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4154 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4155 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4161 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4162 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4163 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4164 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4165 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4166 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4167 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4168 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4169 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4170 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4171 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4172 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4173 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4174 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4175 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4176 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4177 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4178 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4179 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4180 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4181 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4182 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4183 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4184 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4185 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4186 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4187 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4188 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4189 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4190 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4191 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4192 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4193 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4194 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4195 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4196 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4197 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4198 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4199 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4200 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4201 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4202 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4203 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4204 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4205 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4206 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4207 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4208 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4209 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4210 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4211 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4212 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4213 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4214 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4215 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4216 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4217 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4218 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4219 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4220 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4221 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4222 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4223 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4224 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4225 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4226 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4227 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4228 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4229 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4230 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4231 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4232 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4233 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4234 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4235 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4236 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4237 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4241 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4242 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4244 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4248 Mem_Free(vertstring);
4250 Mem_Free(geomstring);
4252 Mem_Free(fragstring);
4254 Mem_Free(vertexstring);
4256 Mem_Free(geometrystring);
4258 Mem_Free(fragmentstring);
4261 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4263 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4266 if (r_cg_permutation != perm)
4268 r_cg_permutation = perm;
4269 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4271 if (!r_cg_permutation->compiled)
4272 R_CG_CompilePermutation(perm, mode, permutation);
4273 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4275 // remove features until we find a valid permutation
4277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4279 // reduce i more quickly whenever it would not remove any bits
4280 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4281 if (!(permutation & j))
4284 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4285 if (!r_cg_permutation->compiled)
4286 R_CG_CompilePermutation(perm, mode, permutation);
4287 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4290 if (i >= SHADERPERMUTATION_COUNT)
4292 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4293 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4294 return; // no bit left to clear, entire mode is broken
4300 if (r_cg_permutation->vprogram)
4302 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4303 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4304 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4308 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4309 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4311 if (r_cg_permutation->fprogram)
4313 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4314 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4315 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4319 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4320 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4324 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4325 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4326 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4329 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4331 cgGLSetTextureParameter(param, R_GetTexture(tex));
4332 cgGLEnableTextureParameter(param);
4340 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4341 extern D3DCAPS9 vid_d3d9caps;
4344 struct r_hlsl_permutation_s;
4345 typedef struct r_hlsl_permutation_s
4347 /// hash lookup data
4348 struct r_hlsl_permutation_s *hashnext;
4350 unsigned int permutation;
4352 /// indicates if we have tried compiling this permutation already
4354 /// NULL if compilation failed
4355 IDirect3DVertexShader9 *vertexshader;
4356 IDirect3DPixelShader9 *pixelshader;
4358 r_hlsl_permutation_t;
4360 typedef enum D3DVSREGISTER_e
4362 D3DVSREGISTER_TexMatrix = 0, // float4x4
4363 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4364 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4365 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4366 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4367 D3DVSREGISTER_ModelToLight = 20, // float4x4
4368 D3DVSREGISTER_EyePosition = 24,
4369 D3DVSREGISTER_FogPlane = 25,
4370 D3DVSREGISTER_LightDir = 26,
4371 D3DVSREGISTER_LightPosition = 27,
4375 typedef enum D3DPSREGISTER_e
4377 D3DPSREGISTER_Alpha = 0,
4378 D3DPSREGISTER_BloomBlur_Parameters = 1,
4379 D3DPSREGISTER_ClientTime = 2,
4380 D3DPSREGISTER_Color_Ambient = 3,
4381 D3DPSREGISTER_Color_Diffuse = 4,
4382 D3DPSREGISTER_Color_Specular = 5,
4383 D3DPSREGISTER_Color_Glow = 6,
4384 D3DPSREGISTER_Color_Pants = 7,
4385 D3DPSREGISTER_Color_Shirt = 8,
4386 D3DPSREGISTER_DeferredColor_Ambient = 9,
4387 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4388 D3DPSREGISTER_DeferredColor_Specular = 11,
4389 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4390 D3DPSREGISTER_DeferredMod_Specular = 13,
4391 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4392 D3DPSREGISTER_EyePosition = 15, // unused
4393 D3DPSREGISTER_FogColor = 16,
4394 D3DPSREGISTER_FogHeightFade = 17,
4395 D3DPSREGISTER_FogPlane = 18,
4396 D3DPSREGISTER_FogPlaneViewDist = 19,
4397 D3DPSREGISTER_FogRangeRecip = 20,
4398 D3DPSREGISTER_LightColor = 21,
4399 D3DPSREGISTER_LightDir = 22, // unused
4400 D3DPSREGISTER_LightPosition = 23,
4401 D3DPSREGISTER_OffsetMapping_Scale = 24,
4402 D3DPSREGISTER_PixelSize = 25,
4403 D3DPSREGISTER_ReflectColor = 26,
4404 D3DPSREGISTER_ReflectFactor = 27,
4405 D3DPSREGISTER_ReflectOffset = 28,
4406 D3DPSREGISTER_RefractColor = 29,
4407 D3DPSREGISTER_Saturation = 30,
4408 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4409 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4410 D3DPSREGISTER_ScreenToDepth = 33,
4411 D3DPSREGISTER_ShadowMap_Parameters = 34,
4412 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4413 D3DPSREGISTER_SpecularPower = 36,
4414 D3DPSREGISTER_UserVec1 = 37,
4415 D3DPSREGISTER_UserVec2 = 38,
4416 D3DPSREGISTER_UserVec3 = 39,
4417 D3DPSREGISTER_UserVec4 = 40,
4418 D3DPSREGISTER_ViewTintColor = 41,
4419 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4420 D3DPSREGISTER_BloomColorSubtract = 43,
4421 D3DPSREGISTER_ViewToLight = 44, // float4x4
4422 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4427 /// information about each possible shader permutation
4428 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4429 /// currently selected permutation
4430 r_hlsl_permutation_t *r_hlsl_permutation;
4431 /// storage for permutations linked in the hash table
4432 memexpandablearray_t r_hlsl_permutationarray;
4434 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4436 //unsigned int hashdepth = 0;
4437 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4438 r_hlsl_permutation_t *p;
4439 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4441 if (p->mode == mode && p->permutation == permutation)
4443 //if (hashdepth > 10)
4444 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4449 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4451 p->permutation = permutation;
4452 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4453 r_hlsl_permutationhash[mode][hashindex] = p;
4454 //if (hashdepth > 10)
4455 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4459 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4462 if (!filename || !filename[0])
4464 if (!strcmp(filename, "hlsl/default.hlsl"))
4466 if (!hlslshaderstring)
4468 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4469 if (hlslshaderstring)
4470 Con_DPrintf("Loading shaders from file %s...\n", filename);
4472 hlslshaderstring = (char *)builtincgshaderstring;
4474 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4475 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4476 return shaderstring;
4478 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4481 if (printfromdisknotice)
4482 Con_DPrintf("from disk %s... ", filename);
4483 return shaderstring;
4485 return shaderstring;
4489 //#include <d3dx9shader.h>
4490 //#include <d3dx9mesh.h>
4492 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4494 DWORD *vsbin = NULL;
4495 DWORD *psbin = NULL;
4496 fs_offset_t vsbinsize;
4497 fs_offset_t psbinsize;
4498 // IDirect3DVertexShader9 *vs = NULL;
4499 // IDirect3DPixelShader9 *ps = NULL;
4500 ID3DXBuffer *vslog = NULL;
4501 ID3DXBuffer *vsbuffer = NULL;
4502 ID3DXConstantTable *vsconstanttable = NULL;
4503 ID3DXBuffer *pslog = NULL;
4504 ID3DXBuffer *psbuffer = NULL;
4505 ID3DXConstantTable *psconstanttable = NULL;
4508 char temp[MAX_INPUTLINE];
4509 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4510 qboolean debugshader = gl_paranoid.integer != 0;
4511 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4512 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4515 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4516 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4518 if ((!vsbin && vertstring) || (!psbin && fragstring))
4520 const char* dllnames_d3dx9 [] =
4544 dllhandle_t d3dx9_dll = NULL;
4545 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4546 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4547 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4548 dllfunction_t d3dx9_dllfuncs[] =
4550 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4551 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4552 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4555 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4557 DWORD shaderflags = 0;
4559 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4560 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4561 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4562 if (vertstring && vertstring[0])
4566 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4567 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4568 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4569 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4572 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4575 vsbinsize = vsbuffer->GetBufferSize();
4576 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4577 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4578 vsbuffer->Release();
4582 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4583 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4587 if (fragstring && fragstring[0])
4591 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4592 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4593 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4594 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4597 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4600 psbinsize = psbuffer->GetBufferSize();
4601 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4602 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4603 psbuffer->Release();
4607 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4608 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4612 Sys_UnloadLibrary(&d3dx9_dll);
4615 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4619 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4620 if (FAILED(vsresult))
4621 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4622 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4623 if (FAILED(psresult))
4624 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4626 // free the shader data
4627 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4628 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4631 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4634 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4635 int vertstrings_count = 0, vertstring_length = 0;
4636 int geomstrings_count = 0, geomstring_length = 0;
4637 int fragstrings_count = 0, fragstring_length = 0;
4639 char *vertexstring, *geometrystring, *fragmentstring;
4640 char *vertstring, *geomstring, *fragstring;
4641 const char *vertstrings_list[32+3];
4642 const char *geomstrings_list[32+3];
4643 const char *fragstrings_list[32+3];
4644 char permutationname[256];
4645 char cachename[256];
4650 p->vertexshader = NULL;
4651 p->pixelshader = NULL;
4653 permutationname[0] = 0;
4655 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4656 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4657 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4659 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4660 strlcat(cachename, "hlsl/", sizeof(cachename));
4662 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4663 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4664 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4665 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4667 // the first pretext is which type of shader to compile as
4668 // (later these will all be bound together as a program object)
4669 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4670 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4671 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4673 // the second pretext is the mode (for example a light source)
4674 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4675 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4676 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4677 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4678 strlcat(cachename, modeinfo->name, sizeof(cachename));
4680 // now add all the permutation pretexts
4681 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4683 if (permutation & (1<<i))
4685 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4686 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4687 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4688 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4689 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4693 // keep line numbers correct
4694 vertstrings_list[vertstrings_count++] = "\n";
4695 geomstrings_list[geomstrings_count++] = "\n";
4696 fragstrings_list[fragstrings_count++] = "\n";
4700 // replace spaces in the cachename with _ characters
4701 for (i = 0;cachename[i];i++)
4702 if (cachename[i] == ' ')
4705 // now append the shader text itself
4706 vertstrings_list[vertstrings_count++] = vertexstring;
4707 geomstrings_list[geomstrings_count++] = geometrystring;
4708 fragstrings_list[fragstrings_count++] = fragmentstring;
4710 // if any sources were NULL, clear the respective list
4712 vertstrings_count = 0;
4713 if (!geometrystring)
4714 geomstrings_count = 0;
4715 if (!fragmentstring)
4716 fragstrings_count = 0;
4718 vertstring_length = 0;
4719 for (i = 0;i < vertstrings_count;i++)
4720 vertstring_length += strlen(vertstrings_list[i]);
4721 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4722 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4723 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4725 geomstring_length = 0;
4726 for (i = 0;i < geomstrings_count;i++)
4727 geomstring_length += strlen(geomstrings_list[i]);
4728 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4729 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4730 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4732 fragstring_length = 0;
4733 for (i = 0;i < fragstrings_count;i++)
4734 fragstring_length += strlen(fragstrings_list[i]);
4735 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4736 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4737 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4739 // try to load the cached shader, or generate one
4740 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4742 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4743 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4745 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4749 Mem_Free(vertstring);
4751 Mem_Free(geomstring);
4753 Mem_Free(fragstring);
4755 Mem_Free(vertexstring);
4757 Mem_Free(geometrystring);
4759 Mem_Free(fragmentstring);
4762 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4763 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4764 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);}
4765 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);}
4766 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);}
4767 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);}
4769 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4770 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4771 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);}
4772 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);}
4773 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);}
4774 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);}
4776 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4778 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4779 if (r_hlsl_permutation != perm)
4781 r_hlsl_permutation = perm;
4782 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4784 if (!r_hlsl_permutation->compiled)
4785 R_HLSL_CompilePermutation(perm, mode, permutation);
4786 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4788 // remove features until we find a valid permutation
4790 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4792 // reduce i more quickly whenever it would not remove any bits
4793 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4794 if (!(permutation & j))
4797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4798 if (!r_hlsl_permutation->compiled)
4799 R_HLSL_CompilePermutation(perm, mode, permutation);
4800 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4803 if (i >= SHADERPERMUTATION_COUNT)
4805 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4806 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4807 return; // no bit left to clear, entire mode is broken
4811 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4812 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4814 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4815 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4816 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4820 void R_GLSL_Restart_f(void)
4822 unsigned int i, limit;
4823 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4824 Mem_Free(glslshaderstring);
4825 glslshaderstring = NULL;
4826 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4827 Mem_Free(cgshaderstring);
4828 cgshaderstring = NULL;
4829 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4830 Mem_Free(hlslshaderstring);
4831 hlslshaderstring = NULL;
4832 switch(vid.renderpath)
4834 case RENDERPATH_D3D9:
4837 r_hlsl_permutation_t *p;
4838 r_hlsl_permutation = NULL;
4839 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4840 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4841 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4842 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4843 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4844 for (i = 0;i < limit;i++)
4846 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4848 if (p->vertexshader)
4849 IDirect3DVertexShader9_Release(p->vertexshader);
4851 IDirect3DPixelShader9_Release(p->pixelshader);
4852 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4855 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4859 case RENDERPATH_D3D10:
4860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4862 case RENDERPATH_D3D11:
4863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4865 case RENDERPATH_GL20:
4867 r_glsl_permutation_t *p;
4868 r_glsl_permutation = NULL;
4869 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4870 for (i = 0;i < limit;i++)
4872 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4874 GL_Backend_FreeProgram(p->program);
4875 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4878 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4881 case RENDERPATH_CGGL:
4884 r_cg_permutation_t *p;
4885 r_cg_permutation = NULL;
4886 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4887 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4888 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4889 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4890 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4891 for (i = 0;i < limit;i++)
4893 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4896 cgDestroyProgram(p->vprogram);
4898 cgDestroyProgram(p->fprogram);
4899 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4902 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4906 case RENDERPATH_GL13:
4907 case RENDERPATH_GL11:
4912 void R_GLSL_DumpShader_f(void)
4917 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4920 FS_Print(file, "/* The engine may define the following macros:\n");
4921 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4922 for (i = 0;i < SHADERMODE_COUNT;i++)
4923 FS_Print(file, glslshadermodeinfo[i].pretext);
4924 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4925 FS_Print(file, shaderpermutationinfo[i].pretext);
4926 FS_Print(file, "*/\n");
4927 FS_Print(file, builtinshaderstring);
4929 Con_Printf("glsl/default.glsl written\n");
4932 Con_Printf("failed to write to glsl/default.glsl\n");
4935 file = FS_OpenRealFile("cg/default.cg", "w", false);
4938 FS_Print(file, "/* The engine may define the following macros:\n");
4939 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4940 for (i = 0;i < SHADERMODE_COUNT;i++)
4941 FS_Print(file, cgshadermodeinfo[i].pretext);
4942 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4943 FS_Print(file, shaderpermutationinfo[i].pretext);
4944 FS_Print(file, "*/\n");
4945 FS_Print(file, builtincgshaderstring);
4947 Con_Printf("cg/default.cg written\n");
4950 Con_Printf("failed to write to cg/default.cg\n");
4954 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4957 FS_Print(file, "/* The engine may define the following macros:\n");
4958 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4959 for (i = 0;i < SHADERMODE_COUNT;i++)
4960 FS_Print(file, hlslshadermodeinfo[i].pretext);
4961 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4962 FS_Print(file, shaderpermutationinfo[i].pretext);
4963 FS_Print(file, "*/\n");
4964 FS_Print(file, builtincgshaderstring);
4966 Con_Printf("hlsl/default.hlsl written\n");
4969 Con_Printf("failed to write to hlsl/default.hlsl\n");
4973 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4976 texturemode = GL_MODULATE;
4977 switch (vid.renderpath)
4979 case RENDERPATH_D3D9:
4981 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))));
4982 R_Mesh_TexBind(GL20TU_FIRST , first );
4983 R_Mesh_TexBind(GL20TU_SECOND, second);
4986 case RENDERPATH_D3D10:
4987 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4989 case RENDERPATH_D3D11:
4990 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4992 case RENDERPATH_GL20:
4993 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))));
4994 R_Mesh_TexBind(GL20TU_FIRST , first );
4995 R_Mesh_TexBind(GL20TU_SECOND, second);
4997 case RENDERPATH_CGGL:
5000 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))));
5001 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5005 case RENDERPATH_GL13:
5006 R_Mesh_TexBind(0, first );
5007 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5008 R_Mesh_TexBind(1, second);
5010 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5012 case RENDERPATH_GL11:
5013 R_Mesh_TexBind(0, first );
5018 void R_SetupShader_DepthOrShadow(void)
5020 switch (vid.renderpath)
5022 case RENDERPATH_D3D9:
5024 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5027 case RENDERPATH_D3D10:
5028 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5030 case RENDERPATH_D3D11:
5031 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5033 case RENDERPATH_GL20:
5034 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5036 case RENDERPATH_CGGL:
5038 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5041 case RENDERPATH_GL13:
5042 R_Mesh_TexBind(0, 0);
5043 R_Mesh_TexBind(1, 0);
5045 case RENDERPATH_GL11:
5046 R_Mesh_TexBind(0, 0);
5051 void R_SetupShader_ShowDepth(void)
5053 switch (vid.renderpath)
5055 case RENDERPATH_D3D9:
5057 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5060 case RENDERPATH_D3D10:
5061 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5063 case RENDERPATH_D3D11:
5064 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5066 case RENDERPATH_GL20:
5067 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5069 case RENDERPATH_CGGL:
5071 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5074 case RENDERPATH_GL13:
5076 case RENDERPATH_GL11:
5081 extern qboolean r_shadow_usingdeferredprepass;
5082 extern cvar_t r_shadow_deferred_8bitrange;
5083 extern rtexture_t *r_shadow_attenuationgradienttexture;
5084 extern rtexture_t *r_shadow_attenuation2dtexture;
5085 extern rtexture_t *r_shadow_attenuation3dtexture;
5086 extern qboolean r_shadow_usingshadowmap2d;
5087 extern qboolean r_shadow_usingshadowmaportho;
5088 extern float r_shadow_shadowmap_texturescale[2];
5089 extern float r_shadow_shadowmap_parameters[4];
5090 extern qboolean r_shadow_shadowmapvsdct;
5091 extern qboolean r_shadow_shadowmapsampler;
5092 extern int r_shadow_shadowmappcf;
5093 extern rtexture_t *r_shadow_shadowmap2dtexture;
5094 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5095 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5096 extern matrix4x4_t r_shadow_shadowmapmatrix;
5097 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5098 extern int r_shadow_prepass_width;
5099 extern int r_shadow_prepass_height;
5100 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5101 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5102 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5103 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5104 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5105 extern cvar_t gl_mesh_separatearrays;
5106 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5108 // a blendfunc allows colormod if:
5109 // a) it can never keep the destination pixel invariant, or
5110 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5111 // this is to prevent unintended side effects from colormod
5114 // IF there is a (s, sa) for which for all (d, da),
5115 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5116 // THEN, for this (s, sa) and all (colormod, d, da):
5117 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5118 // OBVIOUSLY, this means that
5119 // s*colormod * src(s*colormod, d, sa, da) = 0
5120 // dst(s*colormod, d, sa, da) = 1
5122 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5124 // main condition to leave dst color invariant:
5125 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5127 // s * 0 + d * dst(s, d, sa, da) == d
5128 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5129 // => colormod is a problem for GL_SRC_COLOR only
5131 // s + d * dst(s, d, sa, da) == d
5133 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5134 // => colormod is never problematic for these
5135 // src == GL_SRC_COLOR:
5136 // s*s + d * dst(s, d, sa, da) == d
5138 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5139 // => colormod is never problematic for these
5140 // src == GL_ONE_MINUS_SRC_COLOR:
5141 // s*(1-s) + d * dst(s, d, sa, da) == d
5142 // => s == 0 or s == 1
5143 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5144 // => colormod is a problem for GL_SRC_COLOR only
5145 // src == GL_DST_COLOR
5146 // s*d + d * dst(s, d, sa, da) == d
5148 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5149 // => colormod is always a problem
5152 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5153 // => colormod is never problematic for these
5154 // => BUT, we do not know s! We must assume it is problematic
5155 // then... except in GL_ONE case, where we know all invariant
5157 // src == GL_ONE_MINUS_DST_COLOR
5158 // s*(1-d) + d * dst(s, d, sa, da) == d
5159 // => s == 0 (1-d is impossible to handle for our desired result)
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_ALPHA
5163 // s*sa + d * dst(s, d, sa, da) == d
5164 // => s == 0, or sa == 0
5165 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod breaks in the case GL_SRC_COLOR only
5167 // src == GL_ONE_MINUS_SRC_ALPHA
5168 // s*(1-sa) + d * dst(s, d, sa, da) == d
5169 // => s == 0, or sa == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod breaks in the case GL_SRC_COLOR only
5172 // src == GL_DST_ALPHA
5173 // s*da + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is never problematic for these
5181 case GL_ONE_MINUS_SRC_COLOR:
5183 case GL_ONE_MINUS_SRC_ALPHA:
5184 if(dst == GL_SRC_COLOR)
5189 case GL_ONE_MINUS_DST_COLOR:
5191 case GL_ONE_MINUS_DST_ALPHA:
5201 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)
5203 // select a permutation of the lighting shader appropriate to this
5204 // combination of texture, entity, light source, and fogging, only use the
5205 // minimum features necessary to avoid wasting rendering time in the
5206 // fragment shader on features that are not being used
5207 unsigned int permutation = 0;
5208 unsigned int mode = 0;
5209 qboolean allow_colormod;
5210 static float dummy_colormod[3] = {1, 1, 1};
5211 float *colormod = rsurface.colormod;
5213 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5214 if (rsurfacepass == RSURFPASS_BACKGROUND)
5216 // distorted background
5217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5219 mode = SHADERMODE_WATER;
5220 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5221 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5223 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5225 mode = SHADERMODE_REFRACTION;
5226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5227 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5231 mode = SHADERMODE_GENERIC;
5232 permutation |= SHADERPERMUTATION_DIFFUSE;
5233 GL_BlendFunc(GL_ONE, GL_ZERO);
5234 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5236 GL_AlphaTest(false);
5238 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5240 if (r_glsl_offsetmapping.integer)
5242 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5243 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5244 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5245 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5246 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5248 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5249 if (r_glsl_offsetmapping_reliefmapping.integer)
5250 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5253 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5254 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5256 permutation |= SHADERPERMUTATION_ALPHAKILL;
5257 // normalmap (deferred prepass), may use alpha test on diffuse
5258 mode = SHADERMODE_DEFERREDGEOMETRY;
5259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5261 GL_AlphaTest(false);
5262 GL_BlendFunc(GL_ONE, GL_ZERO);
5263 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5265 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5267 if (r_glsl_offsetmapping.integer)
5269 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5275 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276 if (r_glsl_offsetmapping_reliefmapping.integer)
5277 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5283 mode = SHADERMODE_LIGHTSOURCE;
5284 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5285 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5286 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5287 permutation |= SHADERPERMUTATION_CUBEFILTER;
5288 if (diffusescale > 0)
5289 permutation |= SHADERPERMUTATION_DIFFUSE;
5290 if (specularscale > 0)
5292 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5293 if (r_shadow_glossexact.integer)
5294 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5296 if (r_refdef.fogenabled)
5297 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5298 if (rsurface.texture->colormapping)
5299 permutation |= SHADERPERMUTATION_COLORMAPPING;
5300 if (r_shadow_usingshadowmap2d)
5302 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5303 if(r_shadow_shadowmapvsdct)
5304 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5306 if (r_shadow_shadowmapsampler)
5307 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5308 if (r_shadow_shadowmappcf > 1)
5309 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5310 else if (r_shadow_shadowmappcf)
5311 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5313 if (rsurface.texture->reflectmasktexture)
5314 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5315 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5316 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5317 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5319 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5321 if (r_glsl_offsetmapping.integer)
5323 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5324 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5325 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5326 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5327 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5329 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5330 if (r_glsl_offsetmapping_reliefmapping.integer)
5331 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5334 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5335 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5336 // unshaded geometry (fullbright or ambient model lighting)
5337 mode = SHADERMODE_FLATCOLOR;
5338 ambientscale = diffusescale = specularscale = 0;
5339 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5340 permutation |= SHADERPERMUTATION_GLOW;
5341 if (r_refdef.fogenabled)
5342 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5343 if (rsurface.texture->colormapping)
5344 permutation |= SHADERPERMUTATION_COLORMAPPING;
5345 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5347 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5348 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5350 if (r_shadow_shadowmapsampler)
5351 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5352 if (r_shadow_shadowmappcf > 1)
5353 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5354 else if (r_shadow_shadowmappcf)
5355 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5358 permutation |= SHADERPERMUTATION_REFLECTION;
5359 if (rsurface.texture->reflectmasktexture)
5360 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5361 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5362 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5363 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5365 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5367 if (r_glsl_offsetmapping.integer)
5369 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5370 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5371 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5372 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5373 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5375 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5376 if (r_glsl_offsetmapping_reliefmapping.integer)
5377 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5382 // directional model lighting
5383 mode = SHADERMODE_LIGHTDIRECTION;
5384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5385 permutation |= SHADERPERMUTATION_GLOW;
5386 permutation |= SHADERPERMUTATION_DIFFUSE;
5387 if (specularscale > 0)
5389 permutation |= SHADERPERMUTATION_SPECULAR;
5390 if (r_shadow_glossexact.integer)
5391 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5393 if (r_refdef.fogenabled)
5394 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5395 if (rsurface.texture->colormapping)
5396 permutation |= SHADERPERMUTATION_COLORMAPPING;
5397 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5399 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5400 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5402 if (r_shadow_shadowmapsampler)
5403 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5404 if (r_shadow_shadowmappcf > 1)
5405 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5406 else if (r_shadow_shadowmappcf)
5407 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5410 permutation |= SHADERPERMUTATION_REFLECTION;
5411 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5412 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5413 if (rsurface.texture->reflectmasktexture)
5414 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5415 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5416 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5417 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5419 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5421 if (r_glsl_offsetmapping.integer)
5423 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5424 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5425 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5426 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5427 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5429 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5430 if (r_glsl_offsetmapping_reliefmapping.integer)
5431 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436 // ambient model lighting
5437 mode = SHADERMODE_LIGHTDIRECTION;
5438 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5439 permutation |= SHADERPERMUTATION_GLOW;
5440 if (r_refdef.fogenabled)
5441 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5442 if (rsurface.texture->colormapping)
5443 permutation |= SHADERPERMUTATION_COLORMAPPING;
5444 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5446 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5447 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5449 if (r_shadow_shadowmapsampler)
5450 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5451 if (r_shadow_shadowmappcf > 1)
5452 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5453 else if (r_shadow_shadowmappcf)
5454 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5456 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5457 permutation |= SHADERPERMUTATION_REFLECTION;
5458 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5459 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5460 if (rsurface.texture->reflectmasktexture)
5461 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5462 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5463 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5464 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5468 if (r_glsl_offsetmapping.integer)
5470 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5471 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5472 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5473 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5474 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5476 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5477 if (r_glsl_offsetmapping_reliefmapping.integer)
5478 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5481 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5482 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5484 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5485 permutation |= SHADERPERMUTATION_GLOW;
5486 if (r_refdef.fogenabled)
5487 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5488 if (rsurface.texture->colormapping)
5489 permutation |= SHADERPERMUTATION_COLORMAPPING;
5490 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5492 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5493 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5495 if (r_shadow_shadowmapsampler)
5496 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5497 if (r_shadow_shadowmappcf > 1)
5498 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5499 else if (r_shadow_shadowmappcf)
5500 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5502 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5503 permutation |= SHADERPERMUTATION_REFLECTION;
5504 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5505 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5506 if (rsurface.texture->reflectmasktexture)
5507 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5508 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5510 // deluxemapping (light direction texture)
5511 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5512 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5514 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5515 permutation |= SHADERPERMUTATION_DIFFUSE;
5516 if (specularscale > 0)
5518 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5519 if (r_shadow_glossexact.integer)
5520 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5523 else if (r_glsl_deluxemapping.integer >= 2)
5525 // fake deluxemapping (uniform light direction in tangentspace)
5526 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5527 permutation |= SHADERPERMUTATION_DIFFUSE;
5528 if (specularscale > 0)
5530 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5531 if (r_shadow_glossexact.integer)
5532 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5535 else if (rsurface.uselightmaptexture)
5537 // ordinary lightmapping (q1bsp, q3bsp)
5538 mode = SHADERMODE_LIGHTMAP;
5542 // ordinary vertex coloring (q3bsp)
5543 mode = SHADERMODE_VERTEXCOLOR;
5545 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5546 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5547 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5550 colormod = dummy_colormod;
5551 switch(vid.renderpath)
5553 case RENDERPATH_D3D9:
5555 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);
5556 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5557 R_SetupShader_SetPermutationHLSL(mode, permutation);
5558 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5559 if (mode == SHADERMODE_LIGHTSOURCE)
5561 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5562 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5566 if (mode == SHADERMODE_LIGHTDIRECTION)
5568 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5571 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5572 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5573 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5574 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5575 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5577 if (mode == SHADERMODE_LIGHTSOURCE)
5579 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5580 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5583 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5585 // additive passes are only darkened by fog, not tinted
5586 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5587 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5591 if (mode == SHADERMODE_FLATCOLOR)
5593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5595 else if (mode == SHADERMODE_LIGHTDIRECTION)
5597 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]);
5598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5599 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);
5600 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);
5601 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5602 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5603 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5609 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);
5610 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);
5611 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5613 // additive passes are only darkened by fog, not tinted
5614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5615 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5617 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5618 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);
5619 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5620 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5621 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5622 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5623 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5624 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5625 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5627 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5628 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5629 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5630 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5631 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5632 if (rsurface.texture->pantstexture)
5633 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5635 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5636 if (rsurface.texture->shirttexture)
5637 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5639 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5640 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5641 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5642 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5643 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5644 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5645 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5646 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5648 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5649 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5650 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5651 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5652 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5653 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5654 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5655 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5656 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5657 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5658 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5659 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5660 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5661 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5662 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5663 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5664 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5665 if (rsurfacepass == RSURFPASS_BACKGROUND)
5667 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5668 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5669 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5673 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5675 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5676 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5677 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5678 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5679 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5681 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5682 if (rsurface.rtlight)
5684 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5685 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5690 case RENDERPATH_D3D10:
5691 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5693 case RENDERPATH_D3D11:
5694 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5696 case RENDERPATH_GL20:
5697 if (gl_mesh_separatearrays.integer)
5699 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);
5700 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5701 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5702 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5703 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5704 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5705 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5706 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5710 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);
5711 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5713 R_SetupShader_SetPermutationGLSL(mode, permutation);
5714 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5715 if (mode == SHADERMODE_LIGHTSOURCE)
5717 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5718 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5719 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5720 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5721 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5722 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);
5724 // additive passes are only darkened by fog, not tinted
5725 if (r_glsl_permutation->loc_FogColor >= 0)
5726 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5727 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5731 if (mode == SHADERMODE_FLATCOLOR)
5733 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5735 else if (mode == SHADERMODE_LIGHTDIRECTION)
5737 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]);
5738 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]);
5739 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);
5740 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);
5741 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);
5742 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]);
5743 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]);
5747 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]);
5748 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]);
5749 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);
5750 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);
5751 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);
5753 // additive passes are only darkened by fog, not tinted
5754 if (r_glsl_permutation->loc_FogColor >= 0)
5756 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5757 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5759 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5761 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);
5762 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]);
5763 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]);
5764 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5765 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5766 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5767 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5768 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5770 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5771 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5772 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5773 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]);
5774 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]);
5776 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5777 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5778 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5779 if (r_glsl_permutation->loc_Color_Pants >= 0)
5781 if (rsurface.texture->pantstexture)
5782 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5784 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5786 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5788 if (rsurface.texture->shirttexture)
5789 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5791 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5793 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]);
5794 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5795 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5796 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5797 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5798 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]);
5799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5801 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5802 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5803 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5804 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5805 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5806 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5807 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5808 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5809 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5810 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5811 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5812 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5813 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5814 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5815 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5816 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5817 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5818 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5819 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5820 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5821 if (rsurfacepass == RSURFPASS_BACKGROUND)
5823 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5824 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5825 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5829 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5831 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5832 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5833 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5834 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5835 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5837 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5838 if (rsurface.rtlight)
5840 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5841 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5846 case RENDERPATH_CGGL:
5848 if (gl_mesh_separatearrays.integer)
5850 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);
5851 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5852 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5853 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5854 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5855 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5856 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5857 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5861 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);
5862 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5864 R_SetupShader_SetPermutationCG(mode, permutation);
5865 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5866 if (mode == SHADERMODE_LIGHTSOURCE)
5868 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5869 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5873 if (mode == SHADERMODE_LIGHTDIRECTION)
5875 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
5878 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5879 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5880 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5881 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5882 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
5885 if (mode == SHADERMODE_LIGHTSOURCE)
5887 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5888 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5889 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5890 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5891 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
5893 // additive passes are only darkened by fog, not tinted
5894 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5895 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5899 if (mode == SHADERMODE_FLATCOLOR)
5901 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5903 else if (mode == SHADERMODE_LIGHTDIRECTION)
5905 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
5906 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
5907 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
5908 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
5909 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
5910 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
5911 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
5915 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
5916 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
5917 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
5918 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
5919 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
5921 // additive passes are only darkened by fog, not tinted
5922 if (r_cg_permutation->fp_FogColor)
5924 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5925 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5927 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5930 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
5931 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
5932 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
5933 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5934 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5935 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5936 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5937 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5939 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
5940 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
5941 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5942 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5943 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5944 if (r_cg_permutation->fp_Color_Pants)
5946 if (rsurface.texture->pantstexture)
5947 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5949 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5952 if (r_cg_permutation->fp_Color_Shirt)
5954 if (rsurface.texture->shirttexture)
5955 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5957 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5960 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
5961 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5962 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5963 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5964 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5965 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
5966 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5968 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5969 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5970 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5971 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5972 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5973 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5974 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5975 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5976 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5977 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5978 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5979 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5980 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5981 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5982 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
5983 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5984 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5985 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5986 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5987 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5988 if (rsurfacepass == RSURFPASS_BACKGROUND)
5990 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
5991 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
5992 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
5996 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
5998 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5999 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6000 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6001 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6002 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6004 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6005 if (rsurface.rtlight)
6007 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6008 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6015 case RENDERPATH_GL13:
6016 case RENDERPATH_GL11:
6021 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6023 // select a permutation of the lighting shader appropriate to this
6024 // combination of texture, entity, light source, and fogging, only use the
6025 // minimum features necessary to avoid wasting rendering time in the
6026 // fragment shader on features that are not being used
6027 unsigned int permutation = 0;
6028 unsigned int mode = 0;
6029 const float *lightcolorbase = rtlight->currentcolor;
6030 float ambientscale = rtlight->ambientscale;
6031 float diffusescale = rtlight->diffusescale;
6032 float specularscale = rtlight->specularscale;
6033 // this is the location of the light in view space
6034 vec3_t viewlightorigin;
6035 // this transforms from view space (camera) to light space (cubemap)
6036 matrix4x4_t viewtolight;
6037 matrix4x4_t lighttoview;
6038 float viewtolight16f[16];
6039 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6041 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6042 if (rtlight->currentcubemap != r_texture_whitecube)
6043 permutation |= SHADERPERMUTATION_CUBEFILTER;
6044 if (diffusescale > 0)
6045 permutation |= SHADERPERMUTATION_DIFFUSE;
6046 if (specularscale > 0)
6048 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6049 if (r_shadow_glossexact.integer)
6050 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6052 if (r_shadow_usingshadowmap2d)
6054 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6055 if (r_shadow_shadowmapvsdct)
6056 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6058 if (r_shadow_shadowmapsampler)
6059 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6060 if (r_shadow_shadowmappcf > 1)
6061 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6062 else if (r_shadow_shadowmappcf)
6063 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6065 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6066 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6067 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6068 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6069 switch(vid.renderpath)
6071 case RENDERPATH_D3D9:
6073 R_SetupShader_SetPermutationHLSL(mode, permutation);
6074 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6075 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6076 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6077 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6078 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6079 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6080 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6081 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6082 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6083 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6085 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6086 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6087 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6088 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6089 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6090 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6093 case RENDERPATH_D3D10:
6094 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6096 case RENDERPATH_D3D11:
6097 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6099 case RENDERPATH_GL20:
6100 R_SetupShader_SetPermutationGLSL(mode, permutation);
6101 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6102 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6103 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);
6104 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);
6105 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);
6106 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]);
6107 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]);
6108 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));
6109 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]);
6110 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6112 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6113 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6114 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6115 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6116 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6117 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6119 case RENDERPATH_CGGL:
6121 R_SetupShader_SetPermutationCG(mode, permutation);
6122 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6123 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6124 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
6125 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
6126 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
6127 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
6128 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
6129 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
6130 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
6131 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6133 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6134 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6135 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6136 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6137 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6138 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6141 case RENDERPATH_GL13:
6142 case RENDERPATH_GL11:
6147 #define SKINFRAME_HASH 1024
6151 int loadsequence; // incremented each level change
6152 memexpandablearray_t array;
6153 skinframe_t *hash[SKINFRAME_HASH];
6156 r_skinframe_t r_skinframe;
6158 void R_SkinFrame_PrepareForPurge(void)
6160 r_skinframe.loadsequence++;
6161 // wrap it without hitting zero
6162 if (r_skinframe.loadsequence >= 200)
6163 r_skinframe.loadsequence = 1;
6166 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6170 // mark the skinframe as used for the purging code
6171 skinframe->loadsequence = r_skinframe.loadsequence;
6174 void R_SkinFrame_Purge(void)
6178 for (i = 0;i < SKINFRAME_HASH;i++)
6180 for (s = r_skinframe.hash[i];s;s = s->next)
6182 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6184 if (s->merged == s->base)
6186 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6187 R_PurgeTexture(s->stain );s->stain = NULL;
6188 R_PurgeTexture(s->merged);s->merged = NULL;
6189 R_PurgeTexture(s->base );s->base = NULL;
6190 R_PurgeTexture(s->pants );s->pants = NULL;
6191 R_PurgeTexture(s->shirt );s->shirt = NULL;
6192 R_PurgeTexture(s->nmap );s->nmap = NULL;
6193 R_PurgeTexture(s->gloss );s->gloss = NULL;
6194 R_PurgeTexture(s->glow );s->glow = NULL;
6195 R_PurgeTexture(s->fog );s->fog = NULL;
6196 R_PurgeTexture(s->reflect);s->reflect = NULL;
6197 s->loadsequence = 0;
6203 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6205 char basename[MAX_QPATH];
6207 Image_StripImageExtension(name, basename, sizeof(basename));
6209 if( last == NULL ) {
6211 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6212 item = r_skinframe.hash[hashindex];
6217 // linearly search through the hash bucket
6218 for( ; item ; item = item->next ) {
6219 if( !strcmp( item->basename, basename ) ) {
6226 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6230 char basename[MAX_QPATH];
6232 Image_StripImageExtension(name, basename, sizeof(basename));
6234 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6235 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6236 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6240 rtexture_t *dyntexture;
6241 // check whether its a dynamic texture
6242 dyntexture = CL_GetDynTexture( basename );
6243 if (!add && !dyntexture)
6245 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6246 memset(item, 0, sizeof(*item));
6247 strlcpy(item->basename, basename, sizeof(item->basename));
6248 item->base = dyntexture; // either NULL or dyntexture handle
6249 item->textureflags = textureflags;
6250 item->comparewidth = comparewidth;
6251 item->compareheight = compareheight;
6252 item->comparecrc = comparecrc;
6253 item->next = r_skinframe.hash[hashindex];
6254 r_skinframe.hash[hashindex] = item;
6256 else if( item->base == NULL )
6258 rtexture_t *dyntexture;
6259 // check whether its a dynamic texture
6260 // 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]
6261 dyntexture = CL_GetDynTexture( basename );
6262 item->base = dyntexture; // either NULL or dyntexture handle
6265 R_SkinFrame_MarkUsed(item);
6269 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6271 unsigned long long avgcolor[5], wsum; \
6279 for(pix = 0; pix < cnt; ++pix) \
6282 for(comp = 0; comp < 3; ++comp) \
6284 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6287 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6289 for(comp = 0; comp < 3; ++comp) \
6290 avgcolor[comp] += getpixel * w; \
6293 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6294 avgcolor[4] += getpixel; \
6296 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6298 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6299 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6300 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6301 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6304 extern cvar_t gl_picmip;
6305 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6308 unsigned char *pixels;
6309 unsigned char *bumppixels;
6310 unsigned char *basepixels = NULL;
6311 int basepixels_width = 0;
6312 int basepixels_height = 0;
6313 skinframe_t *skinframe;
6314 rtexture_t *ddsbase = NULL;
6315 qboolean ddshasalpha = false;
6316 float ddsavgcolor[4];
6317 char basename[MAX_QPATH];
6318 int miplevel = R_PicmipForFlags(textureflags);
6319 int savemiplevel = miplevel;
6322 if (cls.state == ca_dedicated)
6325 // return an existing skinframe if already loaded
6326 // if loading of the first image fails, don't make a new skinframe as it
6327 // would cause all future lookups of this to be missing
6328 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6329 if (skinframe && skinframe->base)
6332 Image_StripImageExtension(name, basename, sizeof(basename));
6334 // check for DDS texture file first
6335 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6337 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6338 if (basepixels == NULL)
6342 // FIXME handle miplevel
6344 if (developer_loading.integer)
6345 Con_Printf("loading skin \"%s\"\n", name);
6347 // we've got some pixels to store, so really allocate this new texture now
6349 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6350 skinframe->stain = NULL;
6351 skinframe->merged = NULL;
6352 skinframe->base = NULL;
6353 skinframe->pants = NULL;
6354 skinframe->shirt = NULL;
6355 skinframe->nmap = NULL;
6356 skinframe->gloss = NULL;
6357 skinframe->glow = NULL;
6358 skinframe->fog = NULL;
6359 skinframe->reflect = NULL;
6360 skinframe->hasalpha = false;
6364 skinframe->base = ddsbase;
6365 skinframe->hasalpha = ddshasalpha;
6366 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6367 if (r_loadfog && skinframe->hasalpha)
6368 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6369 //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]);
6373 basepixels_width = image_width;
6374 basepixels_height = image_height;
6375 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);
6376 if (textureflags & TEXF_ALPHA)
6378 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6380 if (basepixels[j] < 255)
6382 skinframe->hasalpha = true;
6386 if (r_loadfog && skinframe->hasalpha)
6388 // has transparent pixels
6389 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6390 for (j = 0;j < image_width * image_height * 4;j += 4)
6395 pixels[j+3] = basepixels[j+3];
6397 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);
6401 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6402 //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]);
6403 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6404 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6405 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6406 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6411 mymiplevel = savemiplevel;
6412 if (r_loadnormalmap)
6413 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);
6414 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6416 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6417 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6418 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6419 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6422 // _norm is the name used by tenebrae and has been adopted as standard
6423 if (r_loadnormalmap && skinframe->nmap == NULL)
6425 mymiplevel = savemiplevel;
6426 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6428 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);
6432 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6434 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6435 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6436 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);
6438 Mem_Free(bumppixels);
6440 else if (r_shadow_bumpscale_basetexture.value > 0)
6442 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6443 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6444 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);
6447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6448 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6451 // _luma is supported only for tenebrae compatibility
6452 // _glow is the preferred name
6453 mymiplevel = savemiplevel;
6454 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))))
6456 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);
6457 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6458 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6459 Mem_Free(pixels);pixels = NULL;
6462 mymiplevel = savemiplevel;
6463 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6465 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);
6466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6467 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6472 mymiplevel = savemiplevel;
6473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6475 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);
6476 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6477 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6482 mymiplevel = savemiplevel;
6483 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6485 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);
6486 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6487 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6492 mymiplevel = savemiplevel;
6493 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6495 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);
6496 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6497 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6503 Mem_Free(basepixels);
6508 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6509 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6512 unsigned char *temp1, *temp2;
6513 skinframe_t *skinframe;
6515 if (cls.state == ca_dedicated)
6518 // if already loaded just return it, otherwise make a new skinframe
6519 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6520 if (skinframe && skinframe->base)
6523 skinframe->stain = NULL;
6524 skinframe->merged = NULL;
6525 skinframe->base = NULL;
6526 skinframe->pants = NULL;
6527 skinframe->shirt = NULL;
6528 skinframe->nmap = NULL;
6529 skinframe->gloss = NULL;
6530 skinframe->glow = NULL;
6531 skinframe->fog = NULL;
6532 skinframe->reflect = NULL;
6533 skinframe->hasalpha = false;
6535 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6539 if (developer_loading.integer)
6540 Con_Printf("loading 32bit skin \"%s\"\n", name);
6542 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6544 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6545 temp2 = temp1 + width * height * 4;
6546 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6547 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);
6550 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6551 if (textureflags & TEXF_ALPHA)
6553 for (i = 3;i < width * height * 4;i += 4)
6555 if (skindata[i] < 255)
6557 skinframe->hasalpha = true;
6561 if (r_loadfog && skinframe->hasalpha)
6563 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6564 memcpy(fogpixels, skindata, width * height * 4);
6565 for (i = 0;i < width * height * 4;i += 4)
6566 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6567 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6568 Mem_Free(fogpixels);
6572 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6573 //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]);
6578 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6582 skinframe_t *skinframe;
6584 if (cls.state == ca_dedicated)
6587 // if already loaded just return it, otherwise make a new skinframe
6588 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6589 if (skinframe && skinframe->base)
6592 skinframe->stain = NULL;
6593 skinframe->merged = NULL;
6594 skinframe->base = NULL;
6595 skinframe->pants = NULL;
6596 skinframe->shirt = NULL;
6597 skinframe->nmap = NULL;
6598 skinframe->gloss = NULL;
6599 skinframe->glow = NULL;
6600 skinframe->fog = NULL;
6601 skinframe->reflect = NULL;
6602 skinframe->hasalpha = false;
6604 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6608 if (developer_loading.integer)
6609 Con_Printf("loading quake skin \"%s\"\n", name);
6611 // 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)
6612 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6613 memcpy(skinframe->qpixels, skindata, width*height);
6614 skinframe->qwidth = width;
6615 skinframe->qheight = height;
6618 for (i = 0;i < width * height;i++)
6619 featuresmask |= palette_featureflags[skindata[i]];
6621 skinframe->hasalpha = false;
6622 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6623 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6624 skinframe->qgeneratemerged = true;
6625 skinframe->qgeneratebase = skinframe->qhascolormapping;
6626 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6628 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6629 //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]);
6634 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6638 unsigned char *skindata;
6640 if (!skinframe->qpixels)
6643 if (!skinframe->qhascolormapping)
6644 colormapped = false;
6648 if (!skinframe->qgeneratebase)
6653 if (!skinframe->qgeneratemerged)
6657 width = skinframe->qwidth;
6658 height = skinframe->qheight;
6659 skindata = skinframe->qpixels;
6661 if (skinframe->qgeneratenmap)
6663 unsigned char *temp1, *temp2;
6664 skinframe->qgeneratenmap = false;
6665 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6666 temp2 = temp1 + width * height * 4;
6667 // use either a custom palette or the quake palette
6668 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6669 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6670 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);
6674 if (skinframe->qgenerateglow)
6676 skinframe->qgenerateglow = false;
6677 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6682 skinframe->qgeneratebase = false;
6683 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);
6684 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6685 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6689 skinframe->qgeneratemerged = false;
6690 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);
6693 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6695 Mem_Free(skinframe->qpixels);
6696 skinframe->qpixels = NULL;
6700 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)
6703 skinframe_t *skinframe;
6705 if (cls.state == ca_dedicated)
6708 // if already loaded just return it, otherwise make a new skinframe
6709 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6710 if (skinframe && skinframe->base)
6713 skinframe->stain = NULL;
6714 skinframe->merged = NULL;
6715 skinframe->base = NULL;
6716 skinframe->pants = NULL;
6717 skinframe->shirt = NULL;
6718 skinframe->nmap = NULL;
6719 skinframe->gloss = NULL;
6720 skinframe->glow = NULL;
6721 skinframe->fog = NULL;
6722 skinframe->reflect = NULL;
6723 skinframe->hasalpha = false;
6725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6729 if (developer_loading.integer)
6730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6733 if (textureflags & TEXF_ALPHA)
6735 for (i = 0;i < width * height;i++)
6737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6739 skinframe->hasalpha = true;
6743 if (r_loadfog && skinframe->hasalpha)
6744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6748 //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]);
6753 skinframe_t *R_SkinFrame_LoadMissing(void)
6755 skinframe_t *skinframe;
6757 if (cls.state == ca_dedicated)
6760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6761 skinframe->stain = NULL;
6762 skinframe->merged = NULL;
6763 skinframe->base = NULL;
6764 skinframe->pants = NULL;
6765 skinframe->shirt = NULL;
6766 skinframe->nmap = NULL;
6767 skinframe->gloss = NULL;
6768 skinframe->glow = NULL;
6769 skinframe->fog = NULL;
6770 skinframe->reflect = NULL;
6771 skinframe->hasalpha = false;
6773 skinframe->avgcolor[0] = rand() / RAND_MAX;
6774 skinframe->avgcolor[1] = rand() / RAND_MAX;
6775 skinframe->avgcolor[2] = rand() / RAND_MAX;
6776 skinframe->avgcolor[3] = 1;
6781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6782 typedef struct suffixinfo_s
6785 qboolean flipx, flipy, flipdiagonal;
6788 static suffixinfo_t suffix[3][6] =
6791 {"px", false, false, false},
6792 {"nx", false, false, false},
6793 {"py", false, false, false},
6794 {"ny", false, false, false},
6795 {"pz", false, false, false},
6796 {"nz", false, false, false}
6799 {"posx", false, false, false},
6800 {"negx", false, false, false},
6801 {"posy", false, false, false},
6802 {"negy", false, false, false},
6803 {"posz", false, false, false},
6804 {"negz", false, false, false}
6807 {"rt", true, false, true},
6808 {"lf", false, true, true},
6809 {"ft", true, true, false},
6810 {"bk", false, false, false},
6811 {"up", true, false, true},
6812 {"dn", true, false, true}
6816 static int componentorder[4] = {0, 1, 2, 3};
6818 rtexture_t *R_LoadCubemap(const char *basename)
6820 int i, j, cubemapsize;
6821 unsigned char *cubemappixels, *image_buffer;
6822 rtexture_t *cubemaptexture;
6824 // must start 0 so the first loadimagepixels has no requested width/height
6826 cubemappixels = NULL;
6827 cubemaptexture = NULL;
6828 // keep trying different suffix groups (posx, px, rt) until one loads
6829 for (j = 0;j < 3 && !cubemappixels;j++)
6831 // load the 6 images in the suffix group
6832 for (i = 0;i < 6;i++)
6834 // generate an image name based on the base and and suffix
6835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6837 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6839 // an image loaded, make sure width and height are equal
6840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6842 // if this is the first image to load successfully, allocate the cubemap memory
6843 if (!cubemappixels && image_width >= 1)
6845 cubemapsize = image_width;
6846 // note this clears to black, so unavailable sides are black
6847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6851 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);
6854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6856 Mem_Free(image_buffer);
6860 // if a cubemap loaded, upload it
6863 if (developer_loading.integer)
6864 Con_Printf("loading cubemap \"%s\"\n", basename);
6866 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6867 Mem_Free(cubemappixels);
6871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6872 if (developer_loading.integer)
6874 Con_Printf("(tried tried images ");
6875 for (j = 0;j < 3;j++)
6876 for (i = 0;i < 6;i++)
6877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6878 Con_Print(" and was unable to find any of them).\n");
6881 return cubemaptexture;
6884 rtexture_t *R_GetCubemap(const char *basename)
6887 for (i = 0;i < r_texture_numcubemaps;i++)
6888 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6889 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6890 if (i >= MAX_CUBEMAPS)
6891 return r_texture_whitecube;
6892 r_texture_numcubemaps++;
6893 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6894 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6895 return r_texture_cubemaps[i].texture;
6898 void R_FreeCubemaps(void)
6901 for (i = 0;i < r_texture_numcubemaps;i++)
6903 if (developer_loading.integer)
6904 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6905 if (r_texture_cubemaps[i].texture)
6906 R_FreeTexture(r_texture_cubemaps[i].texture);
6908 r_texture_numcubemaps = 0;
6911 void R_Main_FreeViewCache(void)
6913 if (r_refdef.viewcache.entityvisible)
6914 Mem_Free(r_refdef.viewcache.entityvisible);
6915 if (r_refdef.viewcache.world_pvsbits)
6916 Mem_Free(r_refdef.viewcache.world_pvsbits);
6917 if (r_refdef.viewcache.world_leafvisible)
6918 Mem_Free(r_refdef.viewcache.world_leafvisible);
6919 if (r_refdef.viewcache.world_surfacevisible)
6920 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6921 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6924 void R_Main_ResizeViewCache(void)
6926 int numentities = r_refdef.scene.numentities;
6927 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6928 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6929 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6930 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6931 if (r_refdef.viewcache.maxentities < numentities)
6933 r_refdef.viewcache.maxentities = numentities;
6934 if (r_refdef.viewcache.entityvisible)
6935 Mem_Free(r_refdef.viewcache.entityvisible);
6936 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6938 if (r_refdef.viewcache.world_numclusters != numclusters)
6940 r_refdef.viewcache.world_numclusters = numclusters;
6941 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6942 if (r_refdef.viewcache.world_pvsbits)
6943 Mem_Free(r_refdef.viewcache.world_pvsbits);
6944 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6946 if (r_refdef.viewcache.world_numleafs != numleafs)
6948 r_refdef.viewcache.world_numleafs = numleafs;
6949 if (r_refdef.viewcache.world_leafvisible)
6950 Mem_Free(r_refdef.viewcache.world_leafvisible);
6951 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6953 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6955 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6956 if (r_refdef.viewcache.world_surfacevisible)
6957 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6958 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6962 extern rtexture_t *loadingscreentexture;
6963 void gl_main_start(void)
6965 loadingscreentexture = NULL;
6966 r_texture_blanknormalmap = NULL;
6967 r_texture_white = NULL;
6968 r_texture_grey128 = NULL;
6969 r_texture_black = NULL;
6970 r_texture_whitecube = NULL;
6971 r_texture_normalizationcube = NULL;
6972 r_texture_fogattenuation = NULL;
6973 r_texture_fogheighttexture = NULL;
6974 r_texture_gammaramps = NULL;
6975 r_texture_numcubemaps = 0;
6977 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6978 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6980 switch(vid.renderpath)
6982 case RENDERPATH_GL20:
6983 case RENDERPATH_CGGL:
6984 case RENDERPATH_D3D9:
6985 case RENDERPATH_D3D10:
6986 case RENDERPATH_D3D11:
6987 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6988 Cvar_SetValueQuick(&gl_combine, 1);
6989 Cvar_SetValueQuick(&r_glsl, 1);
6990 r_loadnormalmap = true;
6994 case RENDERPATH_GL13:
6995 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6996 Cvar_SetValueQuick(&gl_combine, 1);
6997 Cvar_SetValueQuick(&r_glsl, 0);
6998 r_loadnormalmap = false;
6999 r_loadgloss = false;
7002 case RENDERPATH_GL11:
7003 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7004 Cvar_SetValueQuick(&gl_combine, 0);
7005 Cvar_SetValueQuick(&r_glsl, 0);
7006 r_loadnormalmap = false;
7007 r_loadgloss = false;
7013 R_FrameData_Reset();
7017 memset(r_queries, 0, sizeof(r_queries));
7019 r_qwskincache = NULL;
7020 r_qwskincache_size = 0;
7022 // set up r_skinframe loading system for textures
7023 memset(&r_skinframe, 0, sizeof(r_skinframe));
7024 r_skinframe.loadsequence = 1;
7025 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7027 r_main_texturepool = R_AllocTexturePool();
7028 R_BuildBlankTextures();
7030 if (vid.support.arb_texture_cube_map)
7033 R_BuildNormalizationCube();
7035 r_texture_fogattenuation = NULL;
7036 r_texture_fogheighttexture = NULL;
7037 r_texture_gammaramps = NULL;
7038 //r_texture_fogintensity = NULL;
7039 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7040 memset(&r_waterstate, 0, sizeof(r_waterstate));
7041 r_glsl_permutation = NULL;
7042 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7043 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7044 glslshaderstring = NULL;
7046 r_cg_permutation = NULL;
7047 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7048 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7049 cgshaderstring = NULL;
7052 r_hlsl_permutation = NULL;
7053 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7054 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7055 hlslshaderstring = NULL;
7057 memset(&r_svbsp, 0, sizeof (r_svbsp));
7059 r_refdef.fogmasktable_density = 0;
7062 void gl_main_shutdown(void)
7065 R_FrameData_Reset();
7067 R_Main_FreeViewCache();
7069 switch(vid.renderpath)
7071 case RENDERPATH_GL11:
7072 case RENDERPATH_GL13:
7073 case RENDERPATH_GL20:
7074 case RENDERPATH_CGGL:
7076 qglDeleteQueriesARB(r_maxqueries, r_queries);
7078 case RENDERPATH_D3D9:
7079 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7081 case RENDERPATH_D3D10:
7082 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7084 case RENDERPATH_D3D11:
7085 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7091 memset(r_queries, 0, sizeof(r_queries));
7093 r_qwskincache = NULL;
7094 r_qwskincache_size = 0;
7096 // clear out the r_skinframe state
7097 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7098 memset(&r_skinframe, 0, sizeof(r_skinframe));
7101 Mem_Free(r_svbsp.nodes);
7102 memset(&r_svbsp, 0, sizeof (r_svbsp));
7103 R_FreeTexturePool(&r_main_texturepool);
7104 loadingscreentexture = NULL;
7105 r_texture_blanknormalmap = NULL;
7106 r_texture_white = NULL;
7107 r_texture_grey128 = NULL;
7108 r_texture_black = NULL;
7109 r_texture_whitecube = NULL;
7110 r_texture_normalizationcube = NULL;
7111 r_texture_fogattenuation = NULL;
7112 r_texture_fogheighttexture = NULL;
7113 r_texture_gammaramps = NULL;
7114 r_texture_numcubemaps = 0;
7115 //r_texture_fogintensity = NULL;
7116 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7117 memset(&r_waterstate, 0, sizeof(r_waterstate));
7121 extern void CL_ParseEntityLump(char *entitystring);
7122 void gl_main_newmap(void)
7124 // FIXME: move this code to client
7125 char *entities, entname[MAX_QPATH];
7127 Mem_Free(r_qwskincache);
7128 r_qwskincache = NULL;
7129 r_qwskincache_size = 0;
7132 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7133 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7135 CL_ParseEntityLump(entities);
7139 if (cl.worldmodel->brush.entities)
7140 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7142 R_Main_FreeViewCache();
7144 R_FrameData_Reset();
7147 void GL_Main_Init(void)
7149 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7151 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7152 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7153 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7154 if (gamemode == GAME_NEHAHRA)
7156 Cvar_RegisterVariable (&gl_fogenable);
7157 Cvar_RegisterVariable (&gl_fogdensity);
7158 Cvar_RegisterVariable (&gl_fogred);
7159 Cvar_RegisterVariable (&gl_foggreen);
7160 Cvar_RegisterVariable (&gl_fogblue);
7161 Cvar_RegisterVariable (&gl_fogstart);
7162 Cvar_RegisterVariable (&gl_fogend);
7163 Cvar_RegisterVariable (&gl_skyclip);
7165 Cvar_RegisterVariable(&r_motionblur);
7166 Cvar_RegisterVariable(&r_motionblur_maxblur);
7167 Cvar_RegisterVariable(&r_motionblur_bmin);
7168 Cvar_RegisterVariable(&r_motionblur_vmin);
7169 Cvar_RegisterVariable(&r_motionblur_vmax);
7170 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7171 Cvar_RegisterVariable(&r_motionblur_randomize);
7172 Cvar_RegisterVariable(&r_damageblur);
7173 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7174 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7175 Cvar_RegisterVariable(&r_equalize_entities_by);
7176 Cvar_RegisterVariable(&r_equalize_entities_to);
7177 Cvar_RegisterVariable(&r_depthfirst);
7178 Cvar_RegisterVariable(&r_useinfinitefarclip);
7179 Cvar_RegisterVariable(&r_farclip_base);
7180 Cvar_RegisterVariable(&r_farclip_world);
7181 Cvar_RegisterVariable(&r_nearclip);
7182 Cvar_RegisterVariable(&r_showbboxes);
7183 Cvar_RegisterVariable(&r_showsurfaces);
7184 Cvar_RegisterVariable(&r_showtris);
7185 Cvar_RegisterVariable(&r_shownormals);
7186 Cvar_RegisterVariable(&r_showlighting);
7187 Cvar_RegisterVariable(&r_showshadowvolumes);
7188 Cvar_RegisterVariable(&r_showcollisionbrushes);
7189 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7190 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7191 Cvar_RegisterVariable(&r_showdisabledepthtest);
7192 Cvar_RegisterVariable(&r_drawportals);
7193 Cvar_RegisterVariable(&r_drawentities);
7194 Cvar_RegisterVariable(&r_draw2d);
7195 Cvar_RegisterVariable(&r_drawworld);
7196 Cvar_RegisterVariable(&r_cullentities_trace);
7197 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7198 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7199 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7200 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7201 Cvar_RegisterVariable(&r_drawviewmodel);
7202 Cvar_RegisterVariable(&r_drawexteriormodel);
7203 Cvar_RegisterVariable(&r_speeds);
7204 Cvar_RegisterVariable(&r_fullbrights);
7205 Cvar_RegisterVariable(&r_wateralpha);
7206 Cvar_RegisterVariable(&r_dynamic);
7207 Cvar_RegisterVariable(&r_fullbright);
7208 Cvar_RegisterVariable(&r_shadows);
7209 Cvar_RegisterVariable(&r_shadows_darken);
7210 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7211 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7212 Cvar_RegisterVariable(&r_shadows_throwdistance);
7213 Cvar_RegisterVariable(&r_shadows_throwdirection);
7214 Cvar_RegisterVariable(&r_shadows_focus);
7215 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7216 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7217 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7218 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7219 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7220 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7221 Cvar_RegisterVariable(&r_fog_exp2);
7222 Cvar_RegisterVariable(&r_drawfog);
7223 Cvar_RegisterVariable(&r_transparentdepthmasking);
7224 Cvar_RegisterVariable(&r_texture_dds_load);
7225 Cvar_RegisterVariable(&r_texture_dds_save);
7226 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7227 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7228 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7229 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7230 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7231 Cvar_RegisterVariable(&r_textureunits);
7232 Cvar_RegisterVariable(&gl_combine);
7233 Cvar_RegisterVariable(&r_glsl);
7234 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7235 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7236 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7237 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7238 Cvar_RegisterVariable(&r_glsl_postprocess);
7239 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7240 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7241 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7242 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7243 Cvar_RegisterVariable(&r_water);
7244 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7245 Cvar_RegisterVariable(&r_water_clippingplanebias);
7246 Cvar_RegisterVariable(&r_water_refractdistort);
7247 Cvar_RegisterVariable(&r_water_reflectdistort);
7248 Cvar_RegisterVariable(&r_lerpsprites);
7249 Cvar_RegisterVariable(&r_lerpmodels);
7250 Cvar_RegisterVariable(&r_lerplightstyles);
7251 Cvar_RegisterVariable(&r_waterscroll);
7252 Cvar_RegisterVariable(&r_bloom);
7253 Cvar_RegisterVariable(&r_bloom_colorscale);
7254 Cvar_RegisterVariable(&r_bloom_brighten);
7255 Cvar_RegisterVariable(&r_bloom_blur);
7256 Cvar_RegisterVariable(&r_bloom_resolution);
7257 Cvar_RegisterVariable(&r_bloom_colorexponent);
7258 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7259 Cvar_RegisterVariable(&r_hdr);
7260 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7261 Cvar_RegisterVariable(&r_hdr_glowintensity);
7262 Cvar_RegisterVariable(&r_hdr_range);
7263 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7264 Cvar_RegisterVariable(&developer_texturelogging);
7265 Cvar_RegisterVariable(&gl_lightmaps);
7266 Cvar_RegisterVariable(&r_test);
7267 Cvar_RegisterVariable(&r_glsl_saturation);
7268 Cvar_RegisterVariable(&r_framedatasize);
7269 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7270 Cvar_SetValue("r_fullbrights", 0);
7271 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7273 Cvar_RegisterVariable(&r_track_sprites);
7274 Cvar_RegisterVariable(&r_track_sprites_flags);
7275 Cvar_RegisterVariable(&r_track_sprites_scalew);
7276 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7277 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7278 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7281 extern void R_Textures_Init(void);
7282 extern void GL_Draw_Init(void);
7283 extern void GL_Main_Init(void);
7284 extern void R_Shadow_Init(void);
7285 extern void R_Sky_Init(void);
7286 extern void GL_Surf_Init(void);
7287 extern void R_Particles_Init(void);
7288 extern void R_Explosion_Init(void);
7289 extern void gl_backend_init(void);
7290 extern void Sbar_Init(void);
7291 extern void R_LightningBeams_Init(void);
7292 extern void Mod_RenderInit(void);
7293 extern void Font_Init(void);
7295 void Render_Init(void)
7308 R_LightningBeams_Init();
7317 extern char *ENGINE_EXTENSIONS;
7320 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7321 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7322 gl_version = (const char *)qglGetString(GL_VERSION);
7323 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7327 if (!gl_platformextensions)
7328 gl_platformextensions = "";
7330 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7331 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7332 Con_Printf("GL_VERSION: %s\n", gl_version);
7333 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7334 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7336 VID_CheckExtensions();
7338 // LordHavoc: report supported extensions
7339 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7341 // clear to black (loading plaque will be seen over this)
7342 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7345 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7349 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7351 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7354 p = r_refdef.view.frustum + i;
7359 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7363 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7367 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7371 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7375 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7379 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7383 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7387 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7395 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7399 for (i = 0;i < numplanes;i++)
7406 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7410 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7414 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7418 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7422 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7426 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7430 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7434 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7442 //==================================================================================
7444 // LordHavoc: this stores temporary data used within the same frame
7446 qboolean r_framedata_failed;
7447 static size_t r_framedata_size;
7448 static size_t r_framedata_current;
7449 static void *r_framedata_base;
7451 void R_FrameData_Reset(void)
7453 if (r_framedata_base)
7454 Mem_Free(r_framedata_base);
7455 r_framedata_base = NULL;
7456 r_framedata_size = 0;
7457 r_framedata_current = 0;
7458 r_framedata_failed = false;
7461 void R_FrameData_NewFrame(void)
7464 if (r_framedata_failed)
7465 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7466 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7467 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7468 if (r_framedata_size != wantedsize)
7470 r_framedata_size = wantedsize;
7471 if (r_framedata_base)
7472 Mem_Free(r_framedata_base);
7473 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7475 r_framedata_current = 0;
7476 r_framedata_failed = false;
7479 void *R_FrameData_Alloc(size_t size)
7483 // align to 16 byte boundary
7484 size = (size + 15) & ~15;
7485 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7486 r_framedata_current += size;
7489 if (r_framedata_current > r_framedata_size)
7490 r_framedata_failed = true;
7492 // return NULL on everything after a failure
7493 if (r_framedata_failed)
7499 void *R_FrameData_Store(size_t size, void *data)
7501 void *d = R_FrameData_Alloc(size);
7503 memcpy(d, data, size);
7507 //==================================================================================
7509 // LordHavoc: animcache originally written by Echon, rewritten since then
7512 * Animation cache prevents re-generating mesh data for an animated model
7513 * multiple times in one frame for lighting, shadowing, reflections, etc.
7516 void R_AnimCache_Free(void)
7520 void R_AnimCache_ClearCache(void)
7523 entity_render_t *ent;
7525 for (i = 0;i < r_refdef.scene.numentities;i++)
7527 ent = r_refdef.scene.entities[i];
7528 ent->animcache_vertex3f = NULL;
7529 ent->animcache_normal3f = NULL;
7530 ent->animcache_svector3f = NULL;
7531 ent->animcache_tvector3f = NULL;
7532 ent->animcache_vertexposition = NULL;
7533 ent->animcache_vertexmesh = NULL;
7534 ent->animcache_vertexpositionbuffer = NULL;
7535 ent->animcache_vertexmeshbuffer = NULL;
7539 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7543 // identical memory layout, so no need to allocate...
7544 // this also provides the vertexposition structure to everything, e.g.
7545 // depth masked rendering currently uses it even if having separate
7547 // NOTE: get rid of this optimization if changing it to e.g. 4f
7548 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7551 // get rid of following uses of VERTEXPOSITION, change to the array:
7552 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7553 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7554 // R_DrawTextureSurfaceList_DepthOnly
7555 // R_Q1BSP_DrawShadowMap
7557 switch(vid.renderpath)
7559 case RENDERPATH_GL20:
7560 case RENDERPATH_CGGL:
7561 // need the meshbuffers if !gl_mesh_separatearrays.integer
7562 if (gl_mesh_separatearrays.integer)
7565 case RENDERPATH_D3D9:
7566 case RENDERPATH_D3D10:
7567 case RENDERPATH_D3D11:
7568 // always need the meshbuffers
7570 case RENDERPATH_GL13:
7571 case RENDERPATH_GL11:
7572 // never need the meshbuffers
7576 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7577 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7579 if (!ent->animcache_vertexposition)
7580 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7582 if (ent->animcache_vertexposition)
7585 for (i = 0;i < numvertices;i++)
7586 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7588 // TODO: upload vertex buffer?
7590 if (ent->animcache_vertexmesh)
7592 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7593 for (i = 0;i < numvertices;i++)
7594 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7595 if (ent->animcache_svector3f)
7596 for (i = 0;i < numvertices;i++)
7597 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7598 if (ent->animcache_tvector3f)
7599 for (i = 0;i < numvertices;i++)
7600 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7601 if (ent->animcache_normal3f)
7602 for (i = 0;i < numvertices;i++)
7603 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7604 // TODO: upload vertex buffer?
7608 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7610 dp_model_t *model = ent->model;
7612 // see if it's already cached this frame
7613 if (ent->animcache_vertex3f)
7615 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7616 if (wantnormals || wanttangents)
7618 if (ent->animcache_normal3f)
7619 wantnormals = false;
7620 if (ent->animcache_svector3f)
7621 wanttangents = false;
7622 if (wantnormals || wanttangents)
7624 numvertices = model->surfmesh.num_vertices;
7626 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7629 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7630 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7632 if (!r_framedata_failed)
7634 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7635 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7642 // see if this ent is worth caching
7643 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7645 // get some memory for this entity and generate mesh data
7646 numvertices = model->surfmesh.num_vertices;
7647 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7649 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7652 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7653 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7655 if (!r_framedata_failed)
7657 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7658 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7661 return !r_framedata_failed;
7664 void R_AnimCache_CacheVisibleEntities(void)
7667 qboolean wantnormals = true;
7668 qboolean wanttangents = !r_showsurfaces.integer;
7670 switch(vid.renderpath)
7672 case RENDERPATH_GL20:
7673 case RENDERPATH_CGGL:
7674 case RENDERPATH_D3D9:
7675 case RENDERPATH_D3D10:
7676 case RENDERPATH_D3D11:
7678 case RENDERPATH_GL13:
7679 case RENDERPATH_GL11:
7680 wanttangents = false;
7684 if (r_shownormals.integer)
7685 wanttangents = wantnormals = true;
7687 // TODO: thread this
7688 // NOTE: R_PrepareRTLights() also caches entities
7690 for (i = 0;i < r_refdef.scene.numentities;i++)
7691 if (r_refdef.viewcache.entityvisible[i])
7692 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7695 //==================================================================================
7697 static void R_View_UpdateEntityLighting (void)
7700 entity_render_t *ent;
7701 vec3_t tempdiffusenormal, avg;
7702 vec_t f, fa, fd, fdd;
7703 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7705 for (i = 0;i < r_refdef.scene.numentities;i++)
7707 ent = r_refdef.scene.entities[i];
7709 // skip unseen models
7710 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7714 if (ent->model && ent->model->brush.num_leafs)
7716 // TODO: use modellight for r_ambient settings on world?
7717 VectorSet(ent->modellight_ambient, 0, 0, 0);
7718 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7719 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7723 // fetch the lighting from the worldmodel data
7724 VectorClear(ent->modellight_ambient);
7725 VectorClear(ent->modellight_diffuse);
7726 VectorClear(tempdiffusenormal);
7727 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7730 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7731 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7732 if(ent->flags & RENDER_EQUALIZE)
7734 // first fix up ambient lighting...
7735 if(r_equalize_entities_minambient.value > 0)
7737 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7740 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7741 if(fa < r_equalize_entities_minambient.value * fd)
7744 // fa'/fd' = minambient
7745 // fa'+0.25*fd' = fa+0.25*fd
7747 // fa' = fd' * minambient
7748 // fd'*(0.25+minambient) = fa+0.25*fd
7750 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7751 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7753 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7754 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
7755 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7756 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7761 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7763 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7764 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7767 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7768 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7769 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7775 VectorSet(ent->modellight_ambient, 1, 1, 1);
7777 // move the light direction into modelspace coordinates for lighting code
7778 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7779 if(VectorLength2(ent->modellight_lightdir) == 0)
7780 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7781 VectorNormalize(ent->modellight_lightdir);
7785 #define MAX_LINEOFSIGHTTRACES 64
7787 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7790 vec3_t boxmins, boxmaxs;
7793 dp_model_t *model = r_refdef.scene.worldmodel;
7795 if (!model || !model->brush.TraceLineOfSight)
7798 // expand the box a little
7799 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7800 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7801 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7802 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7803 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7804 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7806 // return true if eye is inside enlarged box
7807 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7811 VectorCopy(eye, start);
7812 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7813 if (model->brush.TraceLineOfSight(model, start, end))
7816 // try various random positions
7817 for (i = 0;i < numsamples;i++)
7819 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7820 if (model->brush.TraceLineOfSight(model, start, end))
7828 static void R_View_UpdateEntityVisible (void)
7833 entity_render_t *ent;
7835 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7836 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7837 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7838 : RENDER_EXTERIORMODEL;
7839 if (!r_drawviewmodel.integer)
7840 renderimask |= RENDER_VIEWMODEL;
7841 if (!r_drawexteriormodel.integer)
7842 renderimask |= RENDER_EXTERIORMODEL;
7843 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7845 // worldmodel can check visibility
7846 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7847 for (i = 0;i < r_refdef.scene.numentities;i++)
7849 ent = r_refdef.scene.entities[i];
7850 if (!(ent->flags & renderimask))
7851 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)))
7852 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))
7853 r_refdef.viewcache.entityvisible[i] = true;
7855 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7856 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7858 for (i = 0;i < r_refdef.scene.numentities;i++)
7860 ent = r_refdef.scene.entities[i];
7861 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7863 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7865 continue; // temp entities do pvs only
7866 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7867 ent->last_trace_visibility = realtime;
7868 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7869 r_refdef.viewcache.entityvisible[i] = 0;
7876 // no worldmodel or it can't check visibility
7877 for (i = 0;i < r_refdef.scene.numentities;i++)
7879 ent = r_refdef.scene.entities[i];
7880 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));
7885 /// only used if skyrendermasked, and normally returns false
7886 int R_DrawBrushModelsSky (void)
7889 entity_render_t *ent;
7892 for (i = 0;i < r_refdef.scene.numentities;i++)
7894 if (!r_refdef.viewcache.entityvisible[i])
7896 ent = r_refdef.scene.entities[i];
7897 if (!ent->model || !ent->model->DrawSky)
7899 ent->model->DrawSky(ent);
7905 static void R_DrawNoModel(entity_render_t *ent);
7906 static void R_DrawModels(void)
7909 entity_render_t *ent;
7911 for (i = 0;i < r_refdef.scene.numentities;i++)
7913 if (!r_refdef.viewcache.entityvisible[i])
7915 ent = r_refdef.scene.entities[i];
7916 r_refdef.stats.entities++;
7917 if (ent->model && ent->model->Draw != NULL)
7918 ent->model->Draw(ent);
7924 static void R_DrawModelsDepth(void)
7927 entity_render_t *ent;
7929 for (i = 0;i < r_refdef.scene.numentities;i++)
7931 if (!r_refdef.viewcache.entityvisible[i])
7933 ent = r_refdef.scene.entities[i];
7934 if (ent->model && ent->model->DrawDepth != NULL)
7935 ent->model->DrawDepth(ent);
7939 static void R_DrawModelsDebug(void)
7942 entity_render_t *ent;
7944 for (i = 0;i < r_refdef.scene.numentities;i++)
7946 if (!r_refdef.viewcache.entityvisible[i])
7948 ent = r_refdef.scene.entities[i];
7949 if (ent->model && ent->model->DrawDebug != NULL)
7950 ent->model->DrawDebug(ent);
7954 static void R_DrawModelsAddWaterPlanes(void)
7957 entity_render_t *ent;
7959 for (i = 0;i < r_refdef.scene.numentities;i++)
7961 if (!r_refdef.viewcache.entityvisible[i])
7963 ent = r_refdef.scene.entities[i];
7964 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7965 ent->model->DrawAddWaterPlanes(ent);
7969 static void R_View_SetFrustum(void)
7972 double slopex, slopey;
7973 vec3_t forward, left, up, origin;
7975 // we can't trust r_refdef.view.forward and friends in reflected scenes
7976 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7979 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7980 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7981 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7982 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7983 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7984 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7985 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7986 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7987 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7988 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7989 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7990 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7994 zNear = r_refdef.nearclip;
7995 nudge = 1.0 - 1.0 / (1<<23);
7996 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7997 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7998 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7999 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8000 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8001 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8002 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8003 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8009 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8010 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8011 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8012 r_refdef.view.frustum[0].dist = m[15] - m[12];
8014 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8015 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8016 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8017 r_refdef.view.frustum[1].dist = m[15] + m[12];
8019 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8020 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8021 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8022 r_refdef.view.frustum[2].dist = m[15] - m[13];
8024 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8025 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8026 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8027 r_refdef.view.frustum[3].dist = m[15] + m[13];
8029 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8030 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8031 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8032 r_refdef.view.frustum[4].dist = m[15] - m[14];
8034 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8035 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8036 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8037 r_refdef.view.frustum[5].dist = m[15] + m[14];
8040 if (r_refdef.view.useperspective)
8042 slopex = 1.0 / r_refdef.view.frustum_x;
8043 slopey = 1.0 / r_refdef.view.frustum_y;
8044 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8045 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8046 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8047 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8048 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8050 // Leaving those out was a mistake, those were in the old code, and they
8051 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8052 // I couldn't reproduce it after adding those normalizations. --blub
8053 VectorNormalize(r_refdef.view.frustum[0].normal);
8054 VectorNormalize(r_refdef.view.frustum[1].normal);
8055 VectorNormalize(r_refdef.view.frustum[2].normal);
8056 VectorNormalize(r_refdef.view.frustum[3].normal);
8058 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8059 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]);
8060 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]);
8061 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]);
8062 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]);
8064 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8065 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8066 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8067 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8068 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8072 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8073 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8074 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8075 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8076 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8077 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8078 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8079 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8080 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8081 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8083 r_refdef.view.numfrustumplanes = 5;
8085 if (r_refdef.view.useclipplane)
8087 r_refdef.view.numfrustumplanes = 6;
8088 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8091 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8092 PlaneClassify(r_refdef.view.frustum + i);
8094 // LordHavoc: note to all quake engine coders, Quake had a special case
8095 // for 90 degrees which assumed a square view (wrong), so I removed it,
8096 // Quake2 has it disabled as well.
8098 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8099 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8100 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8101 //PlaneClassify(&frustum[0]);
8103 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8104 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8105 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8106 //PlaneClassify(&frustum[1]);
8108 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8109 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8110 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8111 //PlaneClassify(&frustum[2]);
8113 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8114 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8115 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8116 //PlaneClassify(&frustum[3]);
8119 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8120 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8121 //PlaneClassify(&frustum[4]);
8124 void R_View_Update(void)
8126 R_Main_ResizeViewCache();
8127 R_View_SetFrustum();
8128 R_View_WorldVisibility(r_refdef.view.useclipplane);
8129 R_View_UpdateEntityVisible();
8130 R_View_UpdateEntityLighting();
8133 void R_SetupView(qboolean allowwaterclippingplane)
8135 const float *customclipplane = NULL;
8137 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8139 // LordHavoc: couldn't figure out how to make this approach the
8140 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8141 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8142 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8143 dist = r_refdef.view.clipplane.dist;
8144 plane[0] = r_refdef.view.clipplane.normal[0];
8145 plane[1] = r_refdef.view.clipplane.normal[1];
8146 plane[2] = r_refdef.view.clipplane.normal[2];
8148 customclipplane = plane;
8151 if (!r_refdef.view.useperspective)
8152 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);
8153 else if (vid.stencil && r_useinfinitefarclip.integer)
8154 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);
8156 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);
8157 R_SetViewport(&r_refdef.view.viewport);
8160 void R_EntityMatrix(const matrix4x4_t *matrix)
8162 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8164 gl_modelmatrixchanged = false;
8165 gl_modelmatrix = *matrix;
8166 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8167 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8168 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8169 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8171 switch(vid.renderpath)
8173 case RENDERPATH_D3D9:
8175 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8176 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8179 case RENDERPATH_D3D10:
8180 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8182 case RENDERPATH_D3D11:
8183 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8185 case RENDERPATH_GL20:
8186 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8187 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8188 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8190 case RENDERPATH_CGGL:
8193 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8194 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8195 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8198 case RENDERPATH_GL13:
8199 case RENDERPATH_GL11:
8200 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8206 void R_ResetViewRendering2D(void)
8208 r_viewport_t viewport;
8211 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8212 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);
8213 R_SetViewport(&viewport);
8214 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8215 GL_Color(1, 1, 1, 1);
8216 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8217 GL_BlendFunc(GL_ONE, GL_ZERO);
8218 GL_AlphaTest(false);
8219 GL_ScissorTest(false);
8220 GL_DepthMask(false);
8221 GL_DepthRange(0, 1);
8222 GL_DepthTest(false);
8223 GL_DepthFunc(GL_LEQUAL);
8224 R_EntityMatrix(&identitymatrix);
8225 R_Mesh_ResetTextureState();
8226 GL_PolygonOffset(0, 0);
8227 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8228 switch(vid.renderpath)
8230 case RENDERPATH_GL11:
8231 case RENDERPATH_GL13:
8232 case RENDERPATH_GL20:
8233 case RENDERPATH_CGGL:
8234 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8236 case RENDERPATH_D3D9:
8237 case RENDERPATH_D3D10:
8238 case RENDERPATH_D3D11:
8241 GL_CullFace(GL_NONE);
8244 void R_ResetViewRendering3D(void)
8249 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8250 GL_Color(1, 1, 1, 1);
8251 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8252 GL_BlendFunc(GL_ONE, GL_ZERO);
8253 GL_AlphaTest(false);
8254 GL_ScissorTest(true);
8256 GL_DepthRange(0, 1);
8258 GL_DepthFunc(GL_LEQUAL);
8259 R_EntityMatrix(&identitymatrix);
8260 R_Mesh_ResetTextureState();
8261 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8262 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8263 switch(vid.renderpath)
8265 case RENDERPATH_GL11:
8266 case RENDERPATH_GL13:
8267 case RENDERPATH_GL20:
8268 case RENDERPATH_CGGL:
8269 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8271 case RENDERPATH_D3D9:
8272 case RENDERPATH_D3D10:
8273 case RENDERPATH_D3D11:
8276 GL_CullFace(r_refdef.view.cullface_back);
8281 R_RenderView_UpdateViewVectors
8284 static void R_RenderView_UpdateViewVectors(void)
8286 // break apart the view matrix into vectors for various purposes
8287 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8288 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8289 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8290 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8291 // make an inverted copy of the view matrix for tracking sprites
8292 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8295 void R_RenderScene(void);
8296 void R_RenderWaterPlanes(void);
8298 static void R_Water_StartFrame(void)
8301 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8302 r_waterstate_waterplane_t *p;
8304 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8307 switch(vid.renderpath)
8309 case RENDERPATH_GL20:
8310 case RENDERPATH_CGGL:
8311 case RENDERPATH_D3D9:
8312 case RENDERPATH_D3D10:
8313 case RENDERPATH_D3D11:
8315 case RENDERPATH_GL13:
8316 case RENDERPATH_GL11:
8320 // set waterwidth and waterheight to the water resolution that will be
8321 // used (often less than the screen resolution for faster rendering)
8322 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8323 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8325 // calculate desired texture sizes
8326 // can't use water if the card does not support the texture size
8327 if (!r_water.integer || r_showsurfaces.integer)
8328 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8329 else if (vid.support.arb_texture_non_power_of_two)
8331 texturewidth = waterwidth;
8332 textureheight = waterheight;
8333 camerawidth = waterwidth;
8334 cameraheight = waterheight;
8338 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8339 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8340 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8341 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8344 // allocate textures as needed
8345 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8347 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8348 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8350 if (p->texture_refraction)
8351 R_FreeTexture(p->texture_refraction);
8352 p->texture_refraction = NULL;
8353 if (p->texture_reflection)
8354 R_FreeTexture(p->texture_reflection);
8355 p->texture_reflection = NULL;
8356 if (p->texture_camera)
8357 R_FreeTexture(p->texture_camera);
8358 p->texture_camera = NULL;
8360 memset(&r_waterstate, 0, sizeof(r_waterstate));
8361 r_waterstate.texturewidth = texturewidth;
8362 r_waterstate.textureheight = textureheight;
8363 r_waterstate.camerawidth = camerawidth;
8364 r_waterstate.cameraheight = cameraheight;
8367 if (r_waterstate.texturewidth)
8369 r_waterstate.enabled = true;
8371 // when doing a reduced render (HDR) we want to use a smaller area
8372 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8373 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8375 // set up variables that will be used in shader setup
8376 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8377 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8378 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8379 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8382 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8383 r_waterstate.numwaterplanes = 0;
8386 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8388 int triangleindex, planeindex;
8394 r_waterstate_waterplane_t *p;
8395 texture_t *t = R_GetCurrentTexture(surface->texture);
8397 // just use the first triangle with a valid normal for any decisions
8398 VectorClear(normal);
8399 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8401 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8402 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8403 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8404 TriangleNormal(vert[0], vert[1], vert[2], normal);
8405 if (VectorLength2(normal) >= 0.001)
8409 VectorCopy(normal, plane.normal);
8410 VectorNormalize(plane.normal);
8411 plane.dist = DotProduct(vert[0], plane.normal);
8412 PlaneClassify(&plane);
8413 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8415 // skip backfaces (except if nocullface is set)
8416 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8418 VectorNegate(plane.normal, plane.normal);
8420 PlaneClassify(&plane);
8424 // find a matching plane if there is one
8425 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8426 if(p->camera_entity == t->camera_entity)
8427 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8429 if (planeindex >= r_waterstate.maxwaterplanes)
8430 return; // nothing we can do, out of planes
8432 // if this triangle does not fit any known plane rendered this frame, add one
8433 if (planeindex >= r_waterstate.numwaterplanes)
8435 // store the new plane
8436 r_waterstate.numwaterplanes++;
8438 // clear materialflags and pvs
8439 p->materialflags = 0;
8440 p->pvsvalid = false;
8441 p->camera_entity = t->camera_entity;
8443 // merge this surface's materialflags into the waterplane
8444 p->materialflags |= t->currentmaterialflags;
8445 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8447 // merge this surface's PVS into the waterplane
8448 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8449 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8450 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8452 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8458 static void R_Water_ProcessPlanes(void)
8460 r_refdef_view_t originalview;
8461 r_refdef_view_t myview;
8463 r_waterstate_waterplane_t *p;
8466 originalview = r_refdef.view;
8468 // make sure enough textures are allocated
8469 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8471 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8473 if (!p->texture_refraction)
8474 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);
8475 if (!p->texture_refraction)
8478 else if (p->materialflags & MATERIALFLAG_CAMERA)
8480 if (!p->texture_camera)
8481 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);
8482 if (!p->texture_camera)
8486 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8488 if (!p->texture_reflection)
8489 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);
8490 if (!p->texture_reflection)
8496 r_refdef.view = originalview;
8497 r_refdef.view.showdebug = false;
8498 r_refdef.view.width = r_waterstate.waterwidth;
8499 r_refdef.view.height = r_waterstate.waterheight;
8500 r_refdef.view.useclipplane = true;
8501 myview = r_refdef.view;
8502 r_waterstate.renderingscene = true;
8503 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8505 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8507 r_refdef.view = myview;
8508 // render reflected scene and copy into texture
8509 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8510 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8511 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8512 r_refdef.view.clipplane = p->plane;
8513 // reverse the cullface settings for this render
8514 r_refdef.view.cullface_front = GL_FRONT;
8515 r_refdef.view.cullface_back = GL_BACK;
8516 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8518 r_refdef.view.usecustompvs = true;
8520 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8522 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8525 R_ResetViewRendering3D();
8526 R_ClearScreen(r_refdef.fogenabled);
8530 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);
8533 // render the normal view scene and copy into texture
8534 // (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)
8535 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8537 r_waterstate.renderingrefraction = true;
8538 r_refdef.view = myview;
8540 r_refdef.view.clipplane = p->plane;
8541 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8542 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8544 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8546 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8547 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8548 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8549 R_RenderView_UpdateViewVectors();
8550 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8552 r_refdef.view.usecustompvs = true;
8553 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);
8557 PlaneClassify(&r_refdef.view.clipplane);
8559 R_ResetViewRendering3D();
8560 R_ClearScreen(r_refdef.fogenabled);
8564 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);
8565 r_waterstate.renderingrefraction = false;
8567 else if (p->materialflags & MATERIALFLAG_CAMERA)
8569 r_refdef.view = myview;
8571 r_refdef.view.clipplane = p->plane;
8572 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8573 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8575 r_refdef.view.width = r_waterstate.camerawidth;
8576 r_refdef.view.height = r_waterstate.cameraheight;
8577 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8578 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8580 if(p->camera_entity)
8582 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8583 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8586 // reverse the cullface settings for this render
8587 r_refdef.view.cullface_front = GL_FRONT;
8588 r_refdef.view.cullface_back = GL_BACK;
8589 // also reverse the view matrix
8590 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
8591 R_RenderView_UpdateViewVectors();
8592 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8594 r_refdef.view.usecustompvs = true;
8595 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);
8598 // camera needs no clipplane
8599 r_refdef.view.useclipplane = false;
8601 PlaneClassify(&r_refdef.view.clipplane);
8603 R_ResetViewRendering3D();
8604 R_ClearScreen(r_refdef.fogenabled);
8608 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);
8609 r_waterstate.renderingrefraction = false;
8613 r_waterstate.renderingscene = false;
8614 r_refdef.view = originalview;
8615 R_ResetViewRendering3D();
8616 R_ClearScreen(r_refdef.fogenabled);
8620 r_refdef.view = originalview;
8621 r_waterstate.renderingscene = false;
8622 Cvar_SetValueQuick(&r_water, 0);
8623 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8627 void R_Bloom_StartFrame(void)
8629 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8631 switch(vid.renderpath)
8633 case RENDERPATH_GL20:
8634 case RENDERPATH_CGGL:
8635 case RENDERPATH_D3D9:
8636 case RENDERPATH_D3D10:
8637 case RENDERPATH_D3D11:
8639 case RENDERPATH_GL13:
8640 case RENDERPATH_GL11:
8644 // set bloomwidth and bloomheight to the bloom resolution that will be
8645 // used (often less than the screen resolution for faster rendering)
8646 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8647 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8648 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8649 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8650 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8652 // calculate desired texture sizes
8653 if (vid.support.arb_texture_non_power_of_two)
8655 screentexturewidth = r_refdef.view.width;
8656 screentextureheight = r_refdef.view.height;
8657 bloomtexturewidth = r_bloomstate.bloomwidth;
8658 bloomtextureheight = r_bloomstate.bloomheight;
8662 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8663 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8664 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8665 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8668 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))
8670 Cvar_SetValueQuick(&r_hdr, 0);
8671 Cvar_SetValueQuick(&r_bloom, 0);
8672 Cvar_SetValueQuick(&r_motionblur, 0);
8673 Cvar_SetValueQuick(&r_damageblur, 0);
8676 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)))
8677 screentexturewidth = screentextureheight = 0;
8678 if (!r_hdr.integer && !r_bloom.integer)
8679 bloomtexturewidth = bloomtextureheight = 0;
8681 // allocate textures as needed
8682 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8684 if (r_bloomstate.texture_screen)
8685 R_FreeTexture(r_bloomstate.texture_screen);
8686 r_bloomstate.texture_screen = NULL;
8687 r_bloomstate.screentexturewidth = screentexturewidth;
8688 r_bloomstate.screentextureheight = screentextureheight;
8689 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8690 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);
8692 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8694 if (r_bloomstate.texture_bloom)
8695 R_FreeTexture(r_bloomstate.texture_bloom);
8696 r_bloomstate.texture_bloom = NULL;
8697 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8698 r_bloomstate.bloomtextureheight = bloomtextureheight;
8699 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8700 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);
8703 // when doing a reduced render (HDR) we want to use a smaller area
8704 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8705 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8706 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8707 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8708 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8710 // set up a texcoord array for the full resolution screen image
8711 // (we have to keep this around to copy back during final render)
8712 r_bloomstate.screentexcoord2f[0] = 0;
8713 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8714 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8715 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8716 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8717 r_bloomstate.screentexcoord2f[5] = 0;
8718 r_bloomstate.screentexcoord2f[6] = 0;
8719 r_bloomstate.screentexcoord2f[7] = 0;
8721 // set up a texcoord array for the reduced resolution bloom image
8722 // (which will be additive blended over the screen image)
8723 r_bloomstate.bloomtexcoord2f[0] = 0;
8724 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8725 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8726 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8727 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8728 r_bloomstate.bloomtexcoord2f[5] = 0;
8729 r_bloomstate.bloomtexcoord2f[6] = 0;
8730 r_bloomstate.bloomtexcoord2f[7] = 0;
8732 switch(vid.renderpath)
8734 case RENDERPATH_GL11:
8735 case RENDERPATH_GL13:
8736 case RENDERPATH_GL20:
8737 case RENDERPATH_CGGL:
8739 case RENDERPATH_D3D9:
8740 case RENDERPATH_D3D10:
8741 case RENDERPATH_D3D11:
8744 for (i = 0;i < 4;i++)
8746 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8747 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8748 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8749 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8755 if (r_hdr.integer || r_bloom.integer)
8757 r_bloomstate.enabled = true;
8758 r_bloomstate.hdr = r_hdr.integer != 0;
8761 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);
8764 void R_Bloom_CopyBloomTexture(float colorscale)
8766 r_refdef.stats.bloom++;
8768 // scale down screen texture to the bloom texture size
8770 R_SetViewport(&r_bloomstate.viewport);
8771 GL_BlendFunc(GL_ONE, GL_ZERO);
8772 GL_Color(colorscale, colorscale, colorscale, 1);
8773 // 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...
8774 switch(vid.renderpath)
8776 case RENDERPATH_GL11:
8777 case RENDERPATH_GL13:
8778 case RENDERPATH_GL20:
8779 case RENDERPATH_CGGL:
8780 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8782 case RENDERPATH_D3D9:
8783 case RENDERPATH_D3D10:
8784 case RENDERPATH_D3D11:
8785 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8788 // TODO: do boxfilter scale-down in shader?
8789 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8790 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8791 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8793 // we now have a bloom image in the framebuffer
8794 // copy it into the bloom image texture for later processing
8795 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);
8796 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8799 void R_Bloom_CopyHDRTexture(void)
8801 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);
8802 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8805 void R_Bloom_MakeTexture(void)
8808 float xoffset, yoffset, r, brighten;
8810 r_refdef.stats.bloom++;
8812 R_ResetViewRendering2D();
8814 // we have a bloom image in the framebuffer
8816 R_SetViewport(&r_bloomstate.viewport);
8818 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8821 r = bound(0, r_bloom_colorexponent.value / x, 1);
8822 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8824 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8825 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8826 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8827 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8829 // copy the vertically blurred bloom view to a texture
8830 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);
8831 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8834 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8835 brighten = r_bloom_brighten.value;
8837 brighten *= r_hdr_range.value;
8838 brighten = sqrt(brighten);
8840 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8841 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8843 for (dir = 0;dir < 2;dir++)
8845 // blend on at multiple vertical offsets to achieve a vertical blur
8846 // TODO: do offset blends using GLSL
8847 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8848 GL_BlendFunc(GL_ONE, GL_ZERO);
8849 for (x = -range;x <= range;x++)
8851 if (!dir){xoffset = 0;yoffset = x;}
8852 else {xoffset = x;yoffset = 0;}
8853 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8854 yoffset /= (float)r_bloomstate.bloomtextureheight;
8855 // compute a texcoord array with the specified x and y offset
8856 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8857 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8858 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8859 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8860 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8861 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8862 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8863 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8864 // this r value looks like a 'dot' particle, fading sharply to
8865 // black at the edges
8866 // (probably not realistic but looks good enough)
8867 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8868 //r = brighten/(range*2+1);
8869 r = brighten / (range * 2 + 1);
8871 r *= (1 - x*x/(float)(range*range));
8872 GL_Color(r, r, r, 1);
8873 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8874 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8875 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8876 GL_BlendFunc(GL_ONE, GL_ONE);
8879 // copy the vertically blurred bloom view to a texture
8880 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);
8881 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8885 void R_HDR_RenderBloomTexture(void)
8887 int oldwidth, oldheight;
8888 float oldcolorscale;
8890 oldcolorscale = r_refdef.view.colorscale;
8891 oldwidth = r_refdef.view.width;
8892 oldheight = r_refdef.view.height;
8893 r_refdef.view.width = r_bloomstate.bloomwidth;
8894 r_refdef.view.height = r_bloomstate.bloomheight;
8896 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8897 // TODO: add exposure compensation features
8898 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8900 r_refdef.view.showdebug = false;
8901 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8903 R_ResetViewRendering3D();
8905 R_ClearScreen(r_refdef.fogenabled);
8906 if (r_timereport_active)
8907 R_TimeReport("HDRclear");
8910 if (r_timereport_active)
8911 R_TimeReport("visibility");
8913 // only do secondary renders with HDR if r_hdr is 2 or higher
8914 r_waterstate.numwaterplanes = 0;
8915 if (r_waterstate.enabled && r_hdr.integer >= 2)
8916 R_RenderWaterPlanes();
8918 r_refdef.view.showdebug = true;
8920 r_waterstate.numwaterplanes = 0;
8922 R_ResetViewRendering2D();
8924 R_Bloom_CopyHDRTexture();
8925 R_Bloom_MakeTexture();
8927 // restore the view settings
8928 r_refdef.view.width = oldwidth;
8929 r_refdef.view.height = oldheight;
8930 r_refdef.view.colorscale = oldcolorscale;
8932 R_ResetViewRendering3D();
8934 R_ClearScreen(r_refdef.fogenabled);
8935 if (r_timereport_active)
8936 R_TimeReport("viewclear");
8939 static void R_BlendView(void)
8941 unsigned int permutation;
8942 float uservecs[4][4];
8944 switch (vid.renderpath)
8946 case RENDERPATH_GL20:
8947 case RENDERPATH_CGGL:
8948 case RENDERPATH_D3D9:
8949 case RENDERPATH_D3D10:
8950 case RENDERPATH_D3D11:
8952 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8953 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8954 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8955 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8956 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8958 if (r_bloomstate.texture_screen)
8960 // make sure the buffer is available
8961 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8963 R_ResetViewRendering2D();
8965 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8967 // declare variables
8969 static float avgspeed;
8971 speed = VectorLength(cl.movement_velocity);
8973 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8974 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8976 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8977 speed = bound(0, speed, 1);
8978 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8980 // calculate values into a standard alpha
8981 cl.motionbluralpha = 1 - exp(-
8983 (r_motionblur.value * speed / 80)
8985 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8988 max(0.0001, cl.time - cl.oldtime) // fps independent
8991 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8992 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8994 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8996 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8997 GL_Color(1, 1, 1, cl.motionbluralpha);
8998 switch(vid.renderpath)
9000 case RENDERPATH_GL11:
9001 case RENDERPATH_GL13:
9002 case RENDERPATH_GL20:
9003 case RENDERPATH_CGGL:
9004 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9006 case RENDERPATH_D3D9:
9007 case RENDERPATH_D3D10:
9008 case RENDERPATH_D3D11:
9009 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9012 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9013 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9014 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9018 // copy view into the screen texture
9019 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);
9020 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9022 else if (!r_bloomstate.texture_bloom)
9024 // we may still have to do view tint...
9025 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9027 // apply a color tint to the whole view
9028 R_ResetViewRendering2D();
9029 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9030 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9031 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9032 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9033 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9035 break; // no screen processing, no bloom, skip it
9038 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9040 // render simple bloom effect
9041 // copy the screen and shrink it and darken it for the bloom process
9042 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9043 // make the bloom texture
9044 R_Bloom_MakeTexture();
9047 #if _MSC_VER >= 1400
9048 #define sscanf sscanf_s
9050 memset(uservecs, 0, sizeof(uservecs));
9051 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9052 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9053 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9054 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9056 R_ResetViewRendering2D();
9057 GL_Color(1, 1, 1, 1);
9058 GL_BlendFunc(GL_ONE, GL_ZERO);
9060 switch(vid.renderpath)
9062 case RENDERPATH_GL20:
9063 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9064 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9065 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9066 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9067 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9068 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]);
9069 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9070 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]);
9071 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]);
9072 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]);
9073 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]);
9074 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9075 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9076 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);
9078 case RENDERPATH_CGGL:
9080 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9081 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9082 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9083 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9084 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9085 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
9086 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9087 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
9088 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
9089 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
9090 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
9091 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9092 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9093 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);
9096 case RENDERPATH_D3D9:
9098 // 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...
9099 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9100 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9101 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9102 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9103 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9104 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9105 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9106 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9107 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9108 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9109 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9110 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9111 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9112 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9115 case RENDERPATH_D3D10:
9116 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9118 case RENDERPATH_D3D11:
9119 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9124 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9125 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9127 case RENDERPATH_GL13:
9128 case RENDERPATH_GL11:
9129 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9131 // apply a color tint to the whole view
9132 R_ResetViewRendering2D();
9133 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9134 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9135 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9137 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9143 matrix4x4_t r_waterscrollmatrix;
9145 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9147 if (r_refdef.fog_density)
9149 r_refdef.fogcolor[0] = r_refdef.fog_red;
9150 r_refdef.fogcolor[1] = r_refdef.fog_green;
9151 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9153 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9154 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9155 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9156 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9160 VectorCopy(r_refdef.fogcolor, fogvec);
9161 // color.rgb *= ContrastBoost * SceneBrightness;
9162 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9163 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9164 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9165 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9170 void R_UpdateVariables(void)
9174 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9176 r_refdef.farclip = r_farclip_base.value;
9177 if (r_refdef.scene.worldmodel)
9178 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9179 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9181 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9182 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9183 r_refdef.polygonfactor = 0;
9184 r_refdef.polygonoffset = 0;
9185 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9186 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9188 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9189 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9190 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9191 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9192 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9193 if (r_showsurfaces.integer)
9195 r_refdef.scene.rtworld = false;
9196 r_refdef.scene.rtworldshadows = false;
9197 r_refdef.scene.rtdlight = false;
9198 r_refdef.scene.rtdlightshadows = false;
9199 r_refdef.lightmapintensity = 0;
9202 if (gamemode == GAME_NEHAHRA)
9204 if (gl_fogenable.integer)
9206 r_refdef.oldgl_fogenable = true;
9207 r_refdef.fog_density = gl_fogdensity.value;
9208 r_refdef.fog_red = gl_fogred.value;
9209 r_refdef.fog_green = gl_foggreen.value;
9210 r_refdef.fog_blue = gl_fogblue.value;
9211 r_refdef.fog_alpha = 1;
9212 r_refdef.fog_start = 0;
9213 r_refdef.fog_end = gl_skyclip.value;
9214 r_refdef.fog_height = 1<<30;
9215 r_refdef.fog_fadedepth = 128;
9217 else if (r_refdef.oldgl_fogenable)
9219 r_refdef.oldgl_fogenable = false;
9220 r_refdef.fog_density = 0;
9221 r_refdef.fog_red = 0;
9222 r_refdef.fog_green = 0;
9223 r_refdef.fog_blue = 0;
9224 r_refdef.fog_alpha = 0;
9225 r_refdef.fog_start = 0;
9226 r_refdef.fog_end = 0;
9227 r_refdef.fog_height = 1<<30;
9228 r_refdef.fog_fadedepth = 128;
9232 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9233 r_refdef.fog_start = max(0, r_refdef.fog_start);
9234 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9236 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9238 if (r_refdef.fog_density && r_drawfog.integer)
9240 r_refdef.fogenabled = true;
9241 // this is the point where the fog reaches 0.9986 alpha, which we
9242 // consider a good enough cutoff point for the texture
9243 // (0.9986 * 256 == 255.6)
9244 if (r_fog_exp2.integer)
9245 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9247 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9248 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9249 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9250 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9251 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9252 R_BuildFogHeightTexture();
9253 // fog color was already set
9254 // update the fog texture
9255 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)
9256 R_BuildFogTexture();
9257 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9258 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9261 r_refdef.fogenabled = false;
9263 switch(vid.renderpath)
9265 case RENDERPATH_GL20:
9266 case RENDERPATH_CGGL:
9267 case RENDERPATH_D3D9:
9268 case RENDERPATH_D3D10:
9269 case RENDERPATH_D3D11:
9270 if(v_glslgamma.integer && !vid_gammatables_trivial)
9272 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9274 // build GLSL gamma texture
9275 #define RAMPWIDTH 256
9276 unsigned short ramp[RAMPWIDTH * 3];
9277 unsigned char rampbgr[RAMPWIDTH][4];
9280 r_texture_gammaramps_serial = vid_gammatables_serial;
9282 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9283 for(i = 0; i < RAMPWIDTH; ++i)
9285 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9286 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9287 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9290 if (r_texture_gammaramps)
9292 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9296 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9302 // remove GLSL gamma texture
9305 case RENDERPATH_GL13:
9306 case RENDERPATH_GL11:
9311 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9312 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9318 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9319 if( scenetype != r_currentscenetype ) {
9320 // store the old scenetype
9321 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9322 r_currentscenetype = scenetype;
9323 // move in the new scene
9324 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9333 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9335 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9336 if( scenetype == r_currentscenetype ) {
9337 return &r_refdef.scene;
9339 return &r_scenes_store[ scenetype ];
9348 void R_RenderView(void)
9350 if (r_timereport_active)
9351 R_TimeReport("start");
9352 r_textureframe++; // used only by R_GetCurrentTexture
9353 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9355 if (!r_drawentities.integer)
9356 r_refdef.scene.numentities = 0;
9358 R_AnimCache_ClearCache();
9359 R_FrameData_NewFrame();
9361 if (r_refdef.view.isoverlay)
9363 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9364 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9365 R_TimeReport("depthclear");
9367 r_refdef.view.showdebug = false;
9369 r_waterstate.enabled = false;
9370 r_waterstate.numwaterplanes = 0;
9378 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9379 return; //Host_Error ("R_RenderView: NULL worldmodel");
9381 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9383 R_RenderView_UpdateViewVectors();
9385 R_Shadow_UpdateWorldLightSelection();
9387 R_Bloom_StartFrame();
9388 R_Water_StartFrame();
9391 if (r_timereport_active)
9392 R_TimeReport("viewsetup");
9394 R_ResetViewRendering3D();
9396 if (r_refdef.view.clear || r_refdef.fogenabled)
9398 R_ClearScreen(r_refdef.fogenabled);
9399 if (r_timereport_active)
9400 R_TimeReport("viewclear");
9402 r_refdef.view.clear = true;
9404 // this produces a bloom texture to be used in R_BlendView() later
9405 if (r_hdr.integer && r_bloomstate.bloomwidth)
9407 R_HDR_RenderBloomTexture();
9408 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9409 r_textureframe++; // used only by R_GetCurrentTexture
9412 r_refdef.view.showdebug = true;
9415 if (r_timereport_active)
9416 R_TimeReport("visibility");
9418 r_waterstate.numwaterplanes = 0;
9419 if (r_waterstate.enabled)
9420 R_RenderWaterPlanes();
9423 r_waterstate.numwaterplanes = 0;
9426 if (r_timereport_active)
9427 R_TimeReport("blendview");
9429 GL_Scissor(0, 0, vid.width, vid.height);
9430 GL_ScissorTest(false);
9434 void R_RenderWaterPlanes(void)
9436 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9438 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9439 if (r_timereport_active)
9440 R_TimeReport("waterworld");
9443 // don't let sound skip if going slow
9444 if (r_refdef.scene.extraupdate)
9447 R_DrawModelsAddWaterPlanes();
9448 if (r_timereport_active)
9449 R_TimeReport("watermodels");
9451 if (r_waterstate.numwaterplanes)
9453 R_Water_ProcessPlanes();
9454 if (r_timereport_active)
9455 R_TimeReport("waterscenes");
9459 extern void R_DrawLightningBeams (void);
9460 extern void VM_CL_AddPolygonsToMeshQueue (void);
9461 extern void R_DrawPortals (void);
9462 extern cvar_t cl_locs_show;
9463 static void R_DrawLocs(void);
9464 static void R_DrawEntityBBoxes(void);
9465 static void R_DrawModelDecals(void);
9466 extern void R_DrawModelShadows(void);
9467 extern void R_DrawModelShadowMaps(void);
9468 extern cvar_t cl_decals_newsystem;
9469 extern qboolean r_shadow_usingdeferredprepass;
9470 void R_RenderScene(void)
9472 qboolean shadowmapping = false;
9474 if (r_timereport_active)
9475 R_TimeReport("beginscene");
9477 r_refdef.stats.renders++;
9481 // don't let sound skip if going slow
9482 if (r_refdef.scene.extraupdate)
9485 R_MeshQueue_BeginScene();
9489 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);
9491 if (r_timereport_active)
9492 R_TimeReport("skystartframe");
9494 if (cl.csqc_vidvars.drawworld)
9496 // don't let sound skip if going slow
9497 if (r_refdef.scene.extraupdate)
9500 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9502 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9503 if (r_timereport_active)
9504 R_TimeReport("worldsky");
9507 if (R_DrawBrushModelsSky() && r_timereport_active)
9508 R_TimeReport("bmodelsky");
9510 if (skyrendermasked && skyrenderlater)
9512 // we have to force off the water clipping plane while rendering sky
9516 if (r_timereport_active)
9517 R_TimeReport("sky");
9521 R_AnimCache_CacheVisibleEntities();
9522 if (r_timereport_active)
9523 R_TimeReport("animation");
9525 R_Shadow_PrepareLights();
9526 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9527 R_Shadow_PrepareModelShadows();
9528 if (r_timereport_active)
9529 R_TimeReport("preparelights");
9531 if (R_Shadow_ShadowMappingEnabled())
9532 shadowmapping = true;
9534 if (r_shadow_usingdeferredprepass)
9535 R_Shadow_DrawPrepass();
9537 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9539 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9540 if (r_timereport_active)
9541 R_TimeReport("worlddepth");
9543 if (r_depthfirst.integer >= 2)
9545 R_DrawModelsDepth();
9546 if (r_timereport_active)
9547 R_TimeReport("modeldepth");
9550 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9552 R_DrawModelShadowMaps();
9553 R_ResetViewRendering3D();
9554 // don't let sound skip if going slow
9555 if (r_refdef.scene.extraupdate)
9559 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9561 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9562 if (r_timereport_active)
9563 R_TimeReport("world");
9566 // don't let sound skip if going slow
9567 if (r_refdef.scene.extraupdate)
9571 if (r_timereport_active)
9572 R_TimeReport("models");
9574 // don't let sound skip if going slow
9575 if (r_refdef.scene.extraupdate)
9578 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9580 R_DrawModelShadows();
9581 R_ResetViewRendering3D();
9582 // don't let sound skip if going slow
9583 if (r_refdef.scene.extraupdate)
9587 if (!r_shadow_usingdeferredprepass)
9589 R_Shadow_DrawLights();
9590 if (r_timereport_active)
9591 R_TimeReport("rtlights");
9594 // don't let sound skip if going slow
9595 if (r_refdef.scene.extraupdate)
9598 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9600 R_DrawModelShadows();
9601 R_ResetViewRendering3D();
9602 // don't let sound skip if going slow
9603 if (r_refdef.scene.extraupdate)
9607 if (cl.csqc_vidvars.drawworld)
9609 if (cl_decals_newsystem.integer)
9611 R_DrawModelDecals();
9612 if (r_timereport_active)
9613 R_TimeReport("modeldecals");
9618 if (r_timereport_active)
9619 R_TimeReport("decals");
9623 if (r_timereport_active)
9624 R_TimeReport("particles");
9627 if (r_timereport_active)
9628 R_TimeReport("explosions");
9630 R_DrawLightningBeams();
9631 if (r_timereport_active)
9632 R_TimeReport("lightning");
9635 VM_CL_AddPolygonsToMeshQueue();
9637 if (r_refdef.view.showdebug)
9639 if (cl_locs_show.integer)
9642 if (r_timereport_active)
9643 R_TimeReport("showlocs");
9646 if (r_drawportals.integer)
9649 if (r_timereport_active)
9650 R_TimeReport("portals");
9653 if (r_showbboxes.value > 0)
9655 R_DrawEntityBBoxes();
9656 if (r_timereport_active)
9657 R_TimeReport("bboxes");
9661 R_MeshQueue_RenderTransparent();
9662 if (r_timereport_active)
9663 R_TimeReport("drawtrans");
9665 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))
9667 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9668 if (r_timereport_active)
9669 R_TimeReport("worlddebug");
9670 R_DrawModelsDebug();
9671 if (r_timereport_active)
9672 R_TimeReport("modeldebug");
9675 if (cl.csqc_vidvars.drawworld)
9677 R_Shadow_DrawCoronas();
9678 if (r_timereport_active)
9679 R_TimeReport("coronas");
9682 // don't let sound skip if going slow
9683 if (r_refdef.scene.extraupdate)
9686 R_ResetViewRendering2D();
9689 static const unsigned short bboxelements[36] =
9699 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9702 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9704 RSurf_ActiveWorldEntity();
9706 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9707 GL_DepthMask(false);
9708 GL_DepthRange(0, 1);
9709 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9710 R_Mesh_ResetTextureState();
9712 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9713 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9714 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9715 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9716 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9717 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9718 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9719 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9720 R_FillColors(color4f, 8, cr, cg, cb, ca);
9721 if (r_refdef.fogenabled)
9723 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9725 f1 = RSurf_FogVertex(v);
9727 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9728 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9729 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9732 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9733 R_Mesh_ResetTextureState();
9734 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9735 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9738 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9742 prvm_edict_t *edict;
9743 prvm_prog_t *prog_save = prog;
9745 // this function draws bounding boxes of server entities
9749 GL_CullFace(GL_NONE);
9750 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9754 for (i = 0;i < numsurfaces;i++)
9756 edict = PRVM_EDICT_NUM(surfacelist[i]);
9757 switch ((int)edict->fields.server->solid)
9759 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9760 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9761 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9762 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9763 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9764 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9766 color[3] *= r_showbboxes.value;
9767 color[3] = bound(0, color[3], 1);
9768 GL_DepthTest(!r_showdisabledepthtest.integer);
9769 GL_CullFace(r_refdef.view.cullface_front);
9770 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9776 static void R_DrawEntityBBoxes(void)
9779 prvm_edict_t *edict;
9781 prvm_prog_t *prog_save = prog;
9783 // this function draws bounding boxes of server entities
9789 for (i = 0;i < prog->num_edicts;i++)
9791 edict = PRVM_EDICT_NUM(i);
9792 if (edict->priv.server->free)
9794 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9795 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9797 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9799 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9800 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9806 static const int nomodelelement3i[24] =
9818 static const unsigned short nomodelelement3s[24] =
9830 static const float nomodelvertex3f[6*3] =
9840 static const float nomodelcolor4f[6*4] =
9842 0.0f, 0.0f, 0.5f, 1.0f,
9843 0.0f, 0.0f, 0.5f, 1.0f,
9844 0.0f, 0.5f, 0.0f, 1.0f,
9845 0.0f, 0.5f, 0.0f, 1.0f,
9846 0.5f, 0.0f, 0.0f, 1.0f,
9847 0.5f, 0.0f, 0.0f, 1.0f
9850 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9856 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);
9858 // this is only called once per entity so numsurfaces is always 1, and
9859 // surfacelist is always {0}, so this code does not handle batches
9861 if (rsurface.ent_flags & RENDER_ADDITIVE)
9863 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9864 GL_DepthMask(false);
9866 else if (rsurface.colormod[3] < 1)
9868 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9869 GL_DepthMask(false);
9873 GL_BlendFunc(GL_ONE, GL_ZERO);
9876 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9877 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9878 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9879 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9880 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9881 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9882 for (i = 0, c = color4f;i < 6;i++, c += 4)
9884 c[0] *= rsurface.colormod[0];
9885 c[1] *= rsurface.colormod[1];
9886 c[2] *= rsurface.colormod[2];
9887 c[3] *= rsurface.colormod[3];
9889 if (r_refdef.fogenabled)
9891 for (i = 0, c = color4f;i < 6;i++, c += 4)
9893 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9895 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9896 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9897 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9900 R_Mesh_ResetTextureState();
9901 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9902 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9905 void R_DrawNoModel(entity_render_t *ent)
9908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9909 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9910 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9912 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9917 vec3_t right1, right2, diff, normal;
9919 VectorSubtract (org2, org1, normal);
9921 // calculate 'right' vector for start
9922 VectorSubtract (r_refdef.view.origin, org1, diff);
9923 CrossProduct (normal, diff, right1);
9924 VectorNormalize (right1);
9926 // calculate 'right' vector for end
9927 VectorSubtract (r_refdef.view.origin, org2, diff);
9928 CrossProduct (normal, diff, right2);
9929 VectorNormalize (right2);
9931 vert[ 0] = org1[0] + width * right1[0];
9932 vert[ 1] = org1[1] + width * right1[1];
9933 vert[ 2] = org1[2] + width * right1[2];
9934 vert[ 3] = org1[0] - width * right1[0];
9935 vert[ 4] = org1[1] - width * right1[1];
9936 vert[ 5] = org1[2] - width * right1[2];
9937 vert[ 6] = org2[0] - width * right2[0];
9938 vert[ 7] = org2[1] - width * right2[1];
9939 vert[ 8] = org2[2] - width * right2[2];
9940 vert[ 9] = org2[0] + width * right2[0];
9941 vert[10] = org2[1] + width * right2[1];
9942 vert[11] = org2[2] + width * right2[2];
9945 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)
9947 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9948 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9949 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9950 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9951 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9952 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9953 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9954 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9955 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9956 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9957 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9958 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9961 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9966 VectorSet(v, x, y, z);
9967 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9968 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9970 if (i == mesh->numvertices)
9972 if (mesh->numvertices < mesh->maxvertices)
9974 VectorCopy(v, vertex3f);
9975 mesh->numvertices++;
9977 return mesh->numvertices;
9983 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9987 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9988 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9989 e = mesh->element3i + mesh->numtriangles * 3;
9990 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9992 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9993 if (mesh->numtriangles < mesh->maxtriangles)
9998 mesh->numtriangles++;
10000 element[1] = element[2];
10004 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10007 int *e, element[3];
10008 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10009 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10010 e = mesh->element3i + mesh->numtriangles * 3;
10011 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10013 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10014 if (mesh->numtriangles < mesh->maxtriangles)
10019 mesh->numtriangles++;
10021 element[1] = element[2];
10025 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10026 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10028 int planenum, planenum2;
10031 mplane_t *plane, *plane2;
10033 double temppoints[2][256*3];
10034 // figure out how large a bounding box we need to properly compute this brush
10036 for (w = 0;w < numplanes;w++)
10037 maxdist = max(maxdist, fabs(planes[w].dist));
10038 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10039 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10040 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10044 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10045 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10047 if (planenum2 == planenum)
10049 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);
10052 if (tempnumpoints < 3)
10054 // generate elements forming a triangle fan for this polygon
10055 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10059 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)
10061 texturelayer_t *layer;
10062 layer = t->currentlayers + t->currentnumlayers++;
10063 layer->type = type;
10064 layer->depthmask = depthmask;
10065 layer->blendfunc1 = blendfunc1;
10066 layer->blendfunc2 = blendfunc2;
10067 layer->texture = texture;
10068 layer->texmatrix = *matrix;
10069 layer->color[0] = r;
10070 layer->color[1] = g;
10071 layer->color[2] = b;
10072 layer->color[3] = a;
10075 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10077 if(parms[0] == 0 && parms[1] == 0)
10079 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10080 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10085 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10088 index = parms[2] + r_refdef.scene.time * parms[3];
10089 index -= floor(index);
10090 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10093 case Q3WAVEFUNC_NONE:
10094 case Q3WAVEFUNC_NOISE:
10095 case Q3WAVEFUNC_COUNT:
10098 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10099 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10100 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10101 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10102 case Q3WAVEFUNC_TRIANGLE:
10104 f = index - floor(index);
10107 else if (index < 2)
10109 else if (index < 3)
10115 f = parms[0] + parms[1] * f;
10116 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10117 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10121 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10126 matrix4x4_t matrix, temp;
10127 switch(tcmod->tcmod)
10129 case Q3TCMOD_COUNT:
10131 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10132 matrix = r_waterscrollmatrix;
10134 matrix = identitymatrix;
10136 case Q3TCMOD_ENTITYTRANSLATE:
10137 // this is used in Q3 to allow the gamecode to control texcoord
10138 // scrolling on the entity, which is not supported in darkplaces yet.
10139 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10141 case Q3TCMOD_ROTATE:
10142 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10143 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10144 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10146 case Q3TCMOD_SCALE:
10147 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10149 case Q3TCMOD_SCROLL:
10150 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10152 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10153 w = (int) tcmod->parms[0];
10154 h = (int) tcmod->parms[1];
10155 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10157 idx = (int) floor(f * w * h);
10158 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10160 case Q3TCMOD_STRETCH:
10161 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10162 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10164 case Q3TCMOD_TRANSFORM:
10165 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10166 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10167 VectorSet(tcmat + 6, 0 , 0 , 1);
10168 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10169 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10171 case Q3TCMOD_TURBULENT:
10172 // this is handled in the RSurf_PrepareVertices function
10173 matrix = identitymatrix;
10177 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10180 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10182 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10183 char name[MAX_QPATH];
10184 skinframe_t *skinframe;
10185 unsigned char pixels[296*194];
10186 strlcpy(cache->name, skinname, sizeof(cache->name));
10187 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10188 if (developer_loading.integer)
10189 Con_Printf("loading %s\n", name);
10190 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10191 if (!skinframe || !skinframe->base)
10194 fs_offset_t filesize;
10196 f = FS_LoadFile(name, tempmempool, true, &filesize);
10199 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10200 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10204 cache->skinframe = skinframe;
10207 texture_t *R_GetCurrentTexture(texture_t *t)
10210 const entity_render_t *ent = rsurface.entity;
10211 dp_model_t *model = ent->model;
10212 q3shaderinfo_layer_tcmod_t *tcmod;
10214 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10215 return t->currentframe;
10216 t->update_lastrenderframe = r_textureframe;
10217 t->update_lastrenderentity = (void *)ent;
10219 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10220 t->camera_entity = ent->entitynumber;
10222 t->camera_entity = 0;
10224 // switch to an alternate material if this is a q1bsp animated material
10226 texture_t *texture = t;
10227 int s = rsurface.ent_skinnum;
10228 if ((unsigned int)s >= (unsigned int)model->numskins)
10230 if (model->skinscenes)
10232 if (model->skinscenes[s].framecount > 1)
10233 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10235 s = model->skinscenes[s].firstframe;
10238 t = t + s * model->num_surfaces;
10241 // use an alternate animation if the entity's frame is not 0,
10242 // and only if the texture has an alternate animation
10243 if (rsurface.ent_alttextures && t->anim_total[1])
10244 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10246 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10248 texture->currentframe = t;
10251 // update currentskinframe to be a qw skin or animation frame
10252 if (rsurface.ent_qwskin >= 0)
10254 i = rsurface.ent_qwskin;
10255 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10257 r_qwskincache_size = cl.maxclients;
10259 Mem_Free(r_qwskincache);
10260 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10262 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10263 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10264 t->currentskinframe = r_qwskincache[i].skinframe;
10265 if (t->currentskinframe == NULL)
10266 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10268 else if (t->numskinframes >= 2)
10269 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10270 if (t->backgroundnumskinframes >= 2)
10271 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10273 t->currentmaterialflags = t->basematerialflags;
10274 t->currentalpha = rsurface.colormod[3];
10275 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10276 t->currentalpha *= r_wateralpha.value;
10277 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10278 t->currentalpha *= t->r_water_wateralpha;
10279 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10280 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10281 if (!(rsurface.ent_flags & RENDER_LIGHT))
10282 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10283 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10285 // pick a model lighting mode
10286 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10287 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10289 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10291 if (rsurface.ent_flags & RENDER_ADDITIVE)
10292 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10293 else if (t->currentalpha < 1)
10294 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10295 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10296 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10297 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10298 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10299 if (t->backgroundnumskinframes)
10300 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10301 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10303 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10304 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10307 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10308 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10309 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10311 // there is no tcmod
10312 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10314 t->currenttexmatrix = r_waterscrollmatrix;
10315 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10317 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10319 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10320 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10323 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10324 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10325 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10326 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10328 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10329 if (t->currentskinframe->qpixels)
10330 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10331 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10332 if (!t->basetexture)
10333 t->basetexture = r_texture_notexture;
10334 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10335 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10336 t->nmaptexture = t->currentskinframe->nmap;
10337 if (!t->nmaptexture)
10338 t->nmaptexture = r_texture_blanknormalmap;
10339 t->glosstexture = r_texture_black;
10340 t->glowtexture = t->currentskinframe->glow;
10341 t->fogtexture = t->currentskinframe->fog;
10342 t->reflectmasktexture = t->currentskinframe->reflect;
10343 if (t->backgroundnumskinframes)
10345 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10346 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10347 t->backgroundglosstexture = r_texture_black;
10348 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10349 if (!t->backgroundnmaptexture)
10350 t->backgroundnmaptexture = r_texture_blanknormalmap;
10354 t->backgroundbasetexture = r_texture_white;
10355 t->backgroundnmaptexture = r_texture_blanknormalmap;
10356 t->backgroundglosstexture = r_texture_black;
10357 t->backgroundglowtexture = NULL;
10359 t->specularpower = r_shadow_glossexponent.value;
10360 // TODO: store reference values for these in the texture?
10361 t->specularscale = 0;
10362 if (r_shadow_gloss.integer > 0)
10364 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10366 if (r_shadow_glossintensity.value > 0)
10368 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10369 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10370 t->specularscale = r_shadow_glossintensity.value;
10373 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10375 t->glosstexture = r_texture_white;
10376 t->backgroundglosstexture = r_texture_white;
10377 t->specularscale = r_shadow_gloss2intensity.value;
10378 t->specularpower = r_shadow_gloss2exponent.value;
10381 t->specularscale *= t->specularscalemod;
10382 t->specularpower *= t->specularpowermod;
10384 // lightmaps mode looks bad with dlights using actual texturing, so turn
10385 // off the colormap and glossmap, but leave the normalmap on as it still
10386 // accurately represents the shading involved
10387 if (gl_lightmaps.integer)
10389 t->basetexture = r_texture_grey128;
10390 t->pantstexture = r_texture_black;
10391 t->shirttexture = r_texture_black;
10392 t->nmaptexture = r_texture_blanknormalmap;
10393 t->glosstexture = r_texture_black;
10394 t->glowtexture = NULL;
10395 t->fogtexture = NULL;
10396 t->reflectmasktexture = NULL;
10397 t->backgroundbasetexture = NULL;
10398 t->backgroundnmaptexture = r_texture_blanknormalmap;
10399 t->backgroundglosstexture = r_texture_black;
10400 t->backgroundglowtexture = NULL;
10401 t->specularscale = 0;
10402 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10405 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10406 VectorClear(t->dlightcolor);
10407 t->currentnumlayers = 0;
10408 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10410 int blendfunc1, blendfunc2;
10411 qboolean depthmask;
10412 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10414 blendfunc1 = GL_SRC_ALPHA;
10415 blendfunc2 = GL_ONE;
10417 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10419 blendfunc1 = GL_SRC_ALPHA;
10420 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10422 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10424 blendfunc1 = t->customblendfunc[0];
10425 blendfunc2 = t->customblendfunc[1];
10429 blendfunc1 = GL_ONE;
10430 blendfunc2 = GL_ZERO;
10432 // don't colormod evilblend textures
10433 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10434 VectorSet(t->lightmapcolor, 1, 1, 1);
10435 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10436 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10438 // fullbright is not affected by r_refdef.lightmapintensity
10439 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]);
10440 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10441 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]);
10442 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10443 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]);
10447 vec3_t ambientcolor;
10449 // set the color tint used for lights affecting this surface
10450 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10452 // q3bsp has no lightmap updates, so the lightstylevalue that
10453 // would normally be baked into the lightmap must be
10454 // applied to the color
10455 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10456 if (model->type == mod_brushq3)
10457 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10458 colorscale *= r_refdef.lightmapintensity;
10459 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10460 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10461 // basic lit geometry
10462 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]);
10463 // add pants/shirt if needed
10464 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10465 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]);
10466 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10467 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]);
10468 // now add ambient passes if needed
10469 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10471 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]);
10472 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10473 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]);
10474 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10475 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]);
10478 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10479 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]);
10480 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10482 // if this is opaque use alpha blend which will darken the earlier
10485 // if this is an alpha blended material, all the earlier passes
10486 // were darkened by fog already, so we only need to add the fog
10487 // color ontop through the fog mask texture
10489 // if this is an additive blended material, all the earlier passes
10490 // were darkened by fog already, and we should not add fog color
10491 // (because the background was not darkened, there is no fog color
10492 // that was lost behind it).
10493 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]);
10497 return t->currentframe;
10500 rsurfacestate_t rsurface;
10502 void R_Mesh_ResizeArrays(int newvertices)
10504 unsigned char *base;
10506 if (rsurface.array_size >= newvertices)
10508 if (rsurface.array_base)
10509 Mem_Free(rsurface.array_base);
10510 rsurface.array_size = (newvertices + 1023) & ~1023;
10512 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10513 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10514 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10515 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10516 size += rsurface.array_size * sizeof(float[3]);
10517 size += rsurface.array_size * sizeof(float[3]);
10518 size += rsurface.array_size * sizeof(float[3]);
10519 size += rsurface.array_size * sizeof(float[3]);
10520 size += rsurface.array_size * sizeof(float[3]);
10521 size += rsurface.array_size * sizeof(float[3]);
10522 size += rsurface.array_size * sizeof(float[3]);
10523 size += rsurface.array_size * sizeof(float[3]);
10524 size += rsurface.array_size * sizeof(float[4]);
10525 size += rsurface.array_size * sizeof(float[2]);
10526 size += rsurface.array_size * sizeof(float[2]);
10527 size += rsurface.array_size * sizeof(float[4]);
10528 size += rsurface.array_size * sizeof(int[3]);
10529 size += rsurface.array_size * sizeof(unsigned short[3]);
10530 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10531 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10532 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10533 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10534 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10535 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10536 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10537 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10538 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10539 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10540 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10541 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10542 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10543 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10544 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10545 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10546 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10547 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10548 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10551 void RSurf_ActiveWorldEntity(void)
10553 dp_model_t *model = r_refdef.scene.worldmodel;
10554 //if (rsurface.entity == r_refdef.scene.worldentity)
10556 rsurface.entity = r_refdef.scene.worldentity;
10557 rsurface.skeleton = NULL;
10558 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10559 rsurface.ent_skinnum = 0;
10560 rsurface.ent_qwskin = -1;
10561 rsurface.ent_shadertime = 0;
10562 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10563 if (rsurface.array_size < model->surfmesh.num_vertices)
10564 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10565 rsurface.matrix = identitymatrix;
10566 rsurface.inversematrix = identitymatrix;
10567 rsurface.matrixscale = 1;
10568 rsurface.inversematrixscale = 1;
10569 R_EntityMatrix(&identitymatrix);
10570 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10571 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10572 rsurface.fograngerecip = r_refdef.fograngerecip;
10573 rsurface.fogheightfade = r_refdef.fogheightfade;
10574 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10575 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10576 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10577 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10578 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10579 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10580 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10581 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10582 rsurface.colormod[3] = 1;
10583 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);
10584 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10585 rsurface.frameblend[0].lerp = 1;
10586 rsurface.ent_alttextures = false;
10587 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10588 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10589 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10590 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10591 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10592 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10593 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10594 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10595 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10596 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10597 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10598 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10599 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10600 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10601 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10602 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10603 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10604 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10605 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10606 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10607 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10608 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10609 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10610 rsurface.modelelement3i = model->surfmesh.data_element3i;
10611 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10612 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10613 rsurface.modelelement3s = model->surfmesh.data_element3s;
10614 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10615 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10616 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10617 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10618 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10619 rsurface.modelsurfaces = model->data_surfaces;
10620 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10621 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10622 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10623 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10624 rsurface.modelgeneratedvertex = false;
10625 rsurface.batchgeneratedvertex = false;
10626 rsurface.batchfirstvertex = 0;
10627 rsurface.batchnumvertices = 0;
10628 rsurface.batchfirsttriangle = 0;
10629 rsurface.batchnumtriangles = 0;
10630 rsurface.batchvertex3f = NULL;
10631 rsurface.batchvertex3f_vertexbuffer = NULL;
10632 rsurface.batchvertex3f_bufferoffset = 0;
10633 rsurface.batchsvector3f = NULL;
10634 rsurface.batchsvector3f_vertexbuffer = NULL;
10635 rsurface.batchsvector3f_bufferoffset = 0;
10636 rsurface.batchtvector3f = NULL;
10637 rsurface.batchtvector3f_vertexbuffer = NULL;
10638 rsurface.batchtvector3f_bufferoffset = 0;
10639 rsurface.batchnormal3f = NULL;
10640 rsurface.batchnormal3f_vertexbuffer = NULL;
10641 rsurface.batchnormal3f_bufferoffset = 0;
10642 rsurface.batchlightmapcolor4f = NULL;
10643 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10644 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10645 rsurface.batchtexcoordtexture2f = NULL;
10646 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10647 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10648 rsurface.batchtexcoordlightmap2f = NULL;
10649 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10650 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10651 rsurface.batchvertexmesh = NULL;
10652 rsurface.batchvertexmeshbuffer = NULL;
10653 rsurface.batchvertexposition = NULL;
10654 rsurface.batchvertexpositionbuffer = NULL;
10655 rsurface.batchelement3i = NULL;
10656 rsurface.batchelement3i_indexbuffer = NULL;
10657 rsurface.batchelement3i_bufferoffset = 0;
10658 rsurface.batchelement3s = NULL;
10659 rsurface.batchelement3s_indexbuffer = NULL;
10660 rsurface.batchelement3s_bufferoffset = 0;
10661 rsurface.passcolor4f = NULL;
10662 rsurface.passcolor4f_vertexbuffer = NULL;
10663 rsurface.passcolor4f_bufferoffset = 0;
10666 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10668 dp_model_t *model = ent->model;
10669 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10671 rsurface.entity = (entity_render_t *)ent;
10672 rsurface.skeleton = ent->skeleton;
10673 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10674 rsurface.ent_skinnum = ent->skinnum;
10675 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;
10676 rsurface.ent_shadertime = ent->shadertime;
10677 rsurface.ent_flags = ent->flags;
10678 if (rsurface.array_size < model->surfmesh.num_vertices)
10679 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10680 rsurface.matrix = ent->matrix;
10681 rsurface.inversematrix = ent->inversematrix;
10682 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10683 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10684 R_EntityMatrix(&rsurface.matrix);
10685 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10686 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10687 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10688 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10689 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10690 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10691 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10692 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10693 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10694 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10695 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10696 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10697 rsurface.colormod[3] = ent->alpha;
10698 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10699 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10700 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10701 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10702 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10703 if (ent->model->brush.submodel && !prepass)
10705 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10706 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10708 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10710 if (ent->animcache_vertex3f && !r_framedata_failed)
10712 rsurface.modelvertex3f = ent->animcache_vertex3f;
10713 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10714 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10715 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10716 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10717 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10718 rsurface.modelvertexposition = ent->animcache_vertexposition;
10719 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10721 else if (wanttangents)
10723 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10724 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10725 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10726 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10727 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10728 rsurface.modelvertexmesh = NULL;
10729 rsurface.modelvertexmeshbuffer = NULL;
10730 rsurface.modelvertexposition = NULL;
10731 rsurface.modelvertexpositionbuffer = NULL;
10733 else if (wantnormals)
10735 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10736 rsurface.modelsvector3f = NULL;
10737 rsurface.modeltvector3f = NULL;
10738 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10739 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10740 rsurface.modelvertexmesh = NULL;
10741 rsurface.modelvertexmeshbuffer = NULL;
10742 rsurface.modelvertexposition = NULL;
10743 rsurface.modelvertexpositionbuffer = NULL;
10747 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10748 rsurface.modelsvector3f = NULL;
10749 rsurface.modeltvector3f = NULL;
10750 rsurface.modelnormal3f = NULL;
10751 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10752 rsurface.modelvertexmesh = NULL;
10753 rsurface.modelvertexmeshbuffer = NULL;
10754 rsurface.modelvertexposition = NULL;
10755 rsurface.modelvertexpositionbuffer = NULL;
10757 rsurface.modelvertex3f_vertexbuffer = 0;
10758 rsurface.modelvertex3f_bufferoffset = 0;
10759 rsurface.modelsvector3f_vertexbuffer = 0;
10760 rsurface.modelsvector3f_bufferoffset = 0;
10761 rsurface.modeltvector3f_vertexbuffer = 0;
10762 rsurface.modeltvector3f_bufferoffset = 0;
10763 rsurface.modelnormal3f_vertexbuffer = 0;
10764 rsurface.modelnormal3f_bufferoffset = 0;
10765 rsurface.modelgeneratedvertex = true;
10769 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10770 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10771 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10772 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10773 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10774 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10775 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10776 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10777 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10778 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10779 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10780 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10781 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10782 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10783 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10784 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10785 rsurface.modelgeneratedvertex = false;
10787 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10788 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10789 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10790 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10791 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10792 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10793 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10794 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10795 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10796 rsurface.modelelement3i = model->surfmesh.data_element3i;
10797 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10798 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10799 rsurface.modelelement3s = model->surfmesh.data_element3s;
10800 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10801 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10802 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10803 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10804 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10805 rsurface.modelsurfaces = model->data_surfaces;
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_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)
10851 rsurface.entity = r_refdef.scene.worldentity;
10852 rsurface.skeleton = NULL;
10853 rsurface.ent_skinnum = 0;
10854 rsurface.ent_qwskin = -1;
10855 rsurface.ent_shadertime = shadertime;
10856 rsurface.ent_flags = entflags;
10857 rsurface.modelnumvertices = numvertices;
10858 rsurface.modelnumtriangles = numtriangles;
10859 if (rsurface.array_size < rsurface.modelnumvertices)
10860 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10861 rsurface.matrix = *matrix;
10862 rsurface.inversematrix = *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 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10873 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10874 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10875 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10876 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10877 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10878 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);
10879 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10880 rsurface.frameblend[0].lerp = 1;
10881 rsurface.ent_alttextures = false;
10882 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10883 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10886 rsurface.modelvertex3f = vertex3f;
10887 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10888 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10889 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10891 else if (wantnormals)
10893 rsurface.modelvertex3f = vertex3f;
10894 rsurface.modelsvector3f = NULL;
10895 rsurface.modeltvector3f = NULL;
10896 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10900 rsurface.modelvertex3f = vertex3f;
10901 rsurface.modelsvector3f = NULL;
10902 rsurface.modeltvector3f = NULL;
10903 rsurface.modelnormal3f = NULL;
10905 rsurface.modelvertexmesh = NULL;
10906 rsurface.modelvertexmeshbuffer = NULL;
10907 rsurface.modelvertexposition = NULL;
10908 rsurface.modelvertexpositionbuffer = NULL;
10909 rsurface.modelvertex3f_vertexbuffer = 0;
10910 rsurface.modelvertex3f_bufferoffset = 0;
10911 rsurface.modelsvector3f_vertexbuffer = 0;
10912 rsurface.modelsvector3f_bufferoffset = 0;
10913 rsurface.modeltvector3f_vertexbuffer = 0;
10914 rsurface.modeltvector3f_bufferoffset = 0;
10915 rsurface.modelnormal3f_vertexbuffer = 0;
10916 rsurface.modelnormal3f_bufferoffset = 0;
10917 rsurface.modelgeneratedvertex = true;
10918 rsurface.modellightmapcolor4f = color4f;
10919 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10920 rsurface.modellightmapcolor4f_bufferoffset = 0;
10921 rsurface.modeltexcoordtexture2f = texcoord2f;
10922 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10923 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10924 rsurface.modeltexcoordlightmap2f = NULL;
10925 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10926 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10927 rsurface.modelelement3i = element3i;
10928 rsurface.modelelement3i_indexbuffer = NULL;
10929 rsurface.modelelement3i_bufferoffset = 0;
10930 rsurface.modelelement3s = element3s;
10931 rsurface.modelelement3s_indexbuffer = NULL;
10932 rsurface.modelelement3s_bufferoffset = 0;
10933 rsurface.modellightmapoffsets = NULL;
10934 rsurface.modelsurfaces = NULL;
10935 rsurface.batchgeneratedvertex = false;
10936 rsurface.batchfirstvertex = 0;
10937 rsurface.batchnumvertices = 0;
10938 rsurface.batchfirsttriangle = 0;
10939 rsurface.batchnumtriangles = 0;
10940 rsurface.batchvertex3f = NULL;
10941 rsurface.batchvertex3f_vertexbuffer = NULL;
10942 rsurface.batchvertex3f_bufferoffset = 0;
10943 rsurface.batchsvector3f = NULL;
10944 rsurface.batchsvector3f_vertexbuffer = NULL;
10945 rsurface.batchsvector3f_bufferoffset = 0;
10946 rsurface.batchtvector3f = NULL;
10947 rsurface.batchtvector3f_vertexbuffer = NULL;
10948 rsurface.batchtvector3f_bufferoffset = 0;
10949 rsurface.batchnormal3f = NULL;
10950 rsurface.batchnormal3f_vertexbuffer = NULL;
10951 rsurface.batchnormal3f_bufferoffset = 0;
10952 rsurface.batchlightmapcolor4f = NULL;
10953 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10954 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10955 rsurface.batchtexcoordtexture2f = NULL;
10956 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10957 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10958 rsurface.batchtexcoordlightmap2f = NULL;
10959 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10960 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10961 rsurface.batchvertexmesh = NULL;
10962 rsurface.batchvertexmeshbuffer = NULL;
10963 rsurface.batchvertexposition = NULL;
10964 rsurface.batchvertexpositionbuffer = NULL;
10965 rsurface.batchelement3i = NULL;
10966 rsurface.batchelement3i_indexbuffer = NULL;
10967 rsurface.batchelement3i_bufferoffset = 0;
10968 rsurface.batchelement3s = NULL;
10969 rsurface.batchelement3s_indexbuffer = NULL;
10970 rsurface.batchelement3s_bufferoffset = 0;
10971 rsurface.passcolor4f = NULL;
10972 rsurface.passcolor4f_vertexbuffer = NULL;
10973 rsurface.passcolor4f_bufferoffset = 0;
10975 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10977 if ((wantnormals || wanttangents) && !normal3f)
10979 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10980 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10982 if (wanttangents && !svector3f)
10984 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);
10985 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10986 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10990 // now convert arrays into vertexmesh structs
10991 for (i = 0;i < numvertices;i++)
10993 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10994 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10995 if (rsurface.modelsvector3f)
10996 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10997 if (rsurface.modeltvector3f)
10998 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10999 if (rsurface.modelnormal3f)
11000 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11001 if (rsurface.modellightmapcolor4f)
11002 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11003 if (rsurface.modeltexcoordtexture2f)
11004 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11005 if (rsurface.modeltexcoordlightmap2f)
11006 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11010 float RSurf_FogPoint(const float *v)
11012 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11013 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11014 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11015 float FogHeightFade = r_refdef.fogheightfade;
11017 unsigned int fogmasktableindex;
11018 if (r_refdef.fogplaneviewabove)
11019 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11021 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11022 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11023 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11026 float RSurf_FogVertex(const float *v)
11028 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11029 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11030 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11031 float FogHeightFade = rsurface.fogheightfade;
11033 unsigned int fogmasktableindex;
11034 if (r_refdef.fogplaneviewabove)
11035 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11037 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11038 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11039 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11042 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11045 for (i = 0;i < numelements;i++)
11046 outelement3i[i] = inelement3i[i] + adjust;
11049 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11050 extern cvar_t gl_vbo;
11051 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11059 int surfacefirsttriangle;
11060 int surfacenumtriangles;
11061 int surfacefirstvertex;
11062 int surfaceendvertex;
11063 int surfacenumvertices;
11067 qboolean dynamicvertex;
11071 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11072 float waveparms[4];
11073 q3shaderinfo_deform_t *deform;
11074 const msurface_t *surface, *firstsurface;
11075 r_vertexposition_t *vertexposition;
11076 r_vertexmesh_t *vertexmesh;
11077 if (!texturenumsurfaces)
11079 // find vertex range of this surface batch
11081 firstsurface = texturesurfacelist[0];
11082 firsttriangle = firstsurface->num_firsttriangle;
11084 firstvertex = endvertex = firstsurface->num_firstvertex;
11085 for (i = 0;i < texturenumsurfaces;i++)
11087 surface = texturesurfacelist[i];
11088 if (surface != firstsurface + i)
11090 surfacefirstvertex = surface->num_firstvertex;
11091 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11092 surfacenumtriangles = surface->num_triangles;
11093 if (firstvertex > surfacefirstvertex)
11094 firstvertex = surfacefirstvertex;
11095 if (endvertex < surfaceendvertex)
11096 endvertex = surfaceendvertex;
11097 numtriangles += surfacenumtriangles;
11102 // we now know the vertex range used, and if there are any gaps in it
11103 rsurface.batchfirstvertex = firstvertex;
11104 rsurface.batchnumvertices = endvertex - firstvertex;
11105 rsurface.batchfirsttriangle = firsttriangle;
11106 rsurface.batchnumtriangles = numtriangles;
11108 // this variable holds flags for which properties have been updated that
11109 // may require regenerating vertexmesh or vertexposition arrays...
11112 // check if any dynamic vertex processing must occur
11113 dynamicvertex = false;
11115 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11116 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11117 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11119 switch (deform->deform)
11122 case Q3DEFORM_PROJECTIONSHADOW:
11123 case Q3DEFORM_TEXT0:
11124 case Q3DEFORM_TEXT1:
11125 case Q3DEFORM_TEXT2:
11126 case Q3DEFORM_TEXT3:
11127 case Q3DEFORM_TEXT4:
11128 case Q3DEFORM_TEXT5:
11129 case Q3DEFORM_TEXT6:
11130 case Q3DEFORM_TEXT7:
11131 case Q3DEFORM_NONE:
11133 case Q3DEFORM_AUTOSPRITE:
11134 dynamicvertex = true;
11135 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11136 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11138 case Q3DEFORM_AUTOSPRITE2:
11139 dynamicvertex = true;
11140 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11141 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11143 case Q3DEFORM_NORMAL:
11144 dynamicvertex = true;
11145 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11146 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11148 case Q3DEFORM_WAVE:
11149 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11150 break; // if wavefunc is a nop, ignore this transform
11151 dynamicvertex = true;
11152 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11153 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11155 case Q3DEFORM_BULGE:
11156 dynamicvertex = true;
11157 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11158 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11160 case Q3DEFORM_MOVE:
11161 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11162 break; // if wavefunc is a nop, ignore this transform
11163 dynamicvertex = true;
11164 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11165 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11169 switch(rsurface.texture->tcgen.tcgen)
11172 case Q3TCGEN_TEXTURE:
11174 case Q3TCGEN_LIGHTMAP:
11175 dynamicvertex = true;
11176 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11177 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11179 case Q3TCGEN_VECTOR:
11180 dynamicvertex = true;
11181 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11182 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11184 case Q3TCGEN_ENVIRONMENT:
11185 dynamicvertex = true;
11186 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11187 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11190 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11192 dynamicvertex = true;
11193 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11194 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11197 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11199 dynamicvertex = true;
11200 batchneed |= BATCHNEED_NOGAPS;
11201 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11204 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11206 dynamicvertex = true;
11207 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11208 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11211 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11213 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11214 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11215 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11216 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11217 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11218 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11219 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11222 // when the model data has no vertex buffer (dynamic mesh), we need to
11224 if (!rsurface.modelvertexmeshbuffer)
11225 batchneed |= BATCHNEED_NOGAPS;
11227 // if needsupdate, we have to do a dynamic vertex batch for sure
11228 if (needsupdate & batchneed)
11229 dynamicvertex = true;
11231 // see if we need to build vertexmesh from arrays
11232 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11233 dynamicvertex = true;
11235 // see if we need to build vertexposition from arrays
11236 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11237 dynamicvertex = true;
11239 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11240 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11241 dynamicvertex = true;
11243 // if there is a chance of animated vertex colors, it's a dynamic batch
11244 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11245 dynamicvertex = true;
11247 rsurface.batchvertex3f = rsurface.modelvertex3f;
11248 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11249 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11250 rsurface.batchsvector3f = rsurface.modelsvector3f;
11251 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11252 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11253 rsurface.batchtvector3f = rsurface.modeltvector3f;
11254 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11255 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11256 rsurface.batchnormal3f = rsurface.modelnormal3f;
11257 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11258 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11259 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11260 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11261 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11262 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11263 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11264 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11265 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11266 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11267 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11268 rsurface.batchvertexposition = rsurface.modelvertexposition;
11269 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11270 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11271 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11272 rsurface.batchelement3i = rsurface.modelelement3i;
11273 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11274 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11275 rsurface.batchelement3s = rsurface.modelelement3s;
11276 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11277 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11279 // if any dynamic vertex processing has to occur in software, we copy the
11280 // entire surface list together before processing to rebase the vertices
11281 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11283 // if any gaps exist and we do not have a static vertex buffer, we have to
11284 // copy the surface list together to avoid wasting upload bandwidth on the
11285 // vertices in the gaps.
11287 // if gaps exist and we have a static vertex buffer, we still have to
11288 // combine the index buffer ranges into one dynamic index buffer.
11290 // in all cases we end up with data that can be drawn in one call.
11292 if (!dynamicvertex)
11294 // static vertex data, just set pointers...
11295 rsurface.batchgeneratedvertex = false;
11296 // if there are gaps, we want to build a combined index buffer,
11297 // otherwise use the original static buffer with an appropriate offset
11302 for (i = 0;i < texturenumsurfaces;i++)
11304 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11305 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11306 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11307 numtriangles += surfacenumtriangles;
11309 rsurface.batchelement3i = rsurface.array_batchelement3i;
11310 rsurface.batchelement3i_indexbuffer = NULL;
11311 rsurface.batchelement3i_bufferoffset = 0;
11312 rsurface.batchelement3s = NULL;
11313 rsurface.batchelement3s_indexbuffer = NULL;
11314 rsurface.batchelement3s_bufferoffset = 0;
11315 if (endvertex <= 65536)
11317 rsurface.batchelement3s = rsurface.array_batchelement3s;
11318 for (i = 0;i < numtriangles*3;i++)
11319 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11321 rsurface.batchfirsttriangle = firsttriangle;
11322 rsurface.batchnumtriangles = numtriangles;
11327 // something needs software processing, do it for real...
11328 // we only directly handle interleaved array data in this case...
11329 rsurface.batchgeneratedvertex = true;
11331 // now copy the vertex data into a combined array and make an index array
11332 // (this is what Quake3 does all the time)
11333 //if (gaps || rsurface.batchfirstvertex)
11335 rsurface.batchvertexposition = NULL;
11336 rsurface.batchvertexpositionbuffer = NULL;
11337 rsurface.batchvertexmesh = NULL;
11338 rsurface.batchvertexmeshbuffer = NULL;
11339 rsurface.batchvertex3f = NULL;
11340 rsurface.batchvertex3f_vertexbuffer = NULL;
11341 rsurface.batchvertex3f_bufferoffset = 0;
11342 rsurface.batchsvector3f = NULL;
11343 rsurface.batchsvector3f_vertexbuffer = NULL;
11344 rsurface.batchsvector3f_bufferoffset = 0;
11345 rsurface.batchtvector3f = NULL;
11346 rsurface.batchtvector3f_vertexbuffer = NULL;
11347 rsurface.batchtvector3f_bufferoffset = 0;
11348 rsurface.batchnormal3f = NULL;
11349 rsurface.batchnormal3f_vertexbuffer = NULL;
11350 rsurface.batchnormal3f_bufferoffset = 0;
11351 rsurface.batchlightmapcolor4f = NULL;
11352 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11353 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11354 rsurface.batchtexcoordtexture2f = NULL;
11355 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11356 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11357 rsurface.batchtexcoordlightmap2f = NULL;
11358 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11359 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11360 rsurface.batchelement3i = rsurface.array_batchelement3i;
11361 rsurface.batchelement3i_indexbuffer = NULL;
11362 rsurface.batchelement3i_bufferoffset = 0;
11363 rsurface.batchelement3s = NULL;
11364 rsurface.batchelement3s_indexbuffer = NULL;
11365 rsurface.batchelement3s_bufferoffset = 0;
11366 // we'll only be setting up certain arrays as needed
11367 if (batchneed & BATCHNEED_VERTEXPOSITION)
11368 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11369 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11370 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11371 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11372 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11373 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11374 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11375 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11377 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11378 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11380 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11381 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11382 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11383 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11384 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11385 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11388 for (i = 0;i < texturenumsurfaces;i++)
11390 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11391 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11392 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11393 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11394 // copy only the data requested
11395 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11396 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11397 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11398 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11399 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11401 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11402 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11403 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11404 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11405 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11407 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11408 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11410 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11411 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11412 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11413 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11414 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11415 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11417 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11418 numvertices += surfacenumvertices;
11419 numtriangles += surfacenumtriangles;
11422 // generate a 16bit index array as well if possible
11423 // (in general, dynamic batches fit)
11424 if (numvertices <= 65536)
11426 rsurface.batchelement3s = rsurface.array_batchelement3s;
11427 for (i = 0;i < numtriangles*3;i++)
11428 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11431 // since we've copied everything, the batch now starts at 0
11432 rsurface.batchfirstvertex = 0;
11433 rsurface.batchnumvertices = numvertices;
11434 rsurface.batchfirsttriangle = 0;
11435 rsurface.batchnumtriangles = numtriangles;
11438 // q1bsp surfaces rendered in vertex color mode have to have colors
11439 // calculated based on lightstyles
11440 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11442 // generate color arrays for the surfaces in this list
11446 const int *offsets;
11447 const unsigned char *lm;
11449 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11450 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11451 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11452 for (i = 0;i < texturenumsurfaces;i++)
11454 surface = texturesurfacelist[i];
11455 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11456 surfacenumvertices = surface->num_vertices;
11457 if (surface->lightmapinfo->samples)
11459 for (j = 0;j < surfacenumvertices;j++)
11461 lm = surface->lightmapinfo->samples + offsets[j];
11462 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11463 VectorScale(lm, scale, c);
11464 if (surface->lightmapinfo->styles[1] != 255)
11466 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11468 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11469 VectorMA(c, scale, lm, c);
11470 if (surface->lightmapinfo->styles[2] != 255)
11473 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11474 VectorMA(c, scale, lm, c);
11475 if (surface->lightmapinfo->styles[3] != 255)
11478 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11479 VectorMA(c, scale, lm, c);
11486 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);
11492 for (j = 0;j < surfacenumvertices;j++)
11494 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11501 // if vertices are deformed (sprite flares and things in maps, possibly
11502 // water waves, bulges and other deformations), modify the copied vertices
11504 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11506 switch (deform->deform)
11509 case Q3DEFORM_PROJECTIONSHADOW:
11510 case Q3DEFORM_TEXT0:
11511 case Q3DEFORM_TEXT1:
11512 case Q3DEFORM_TEXT2:
11513 case Q3DEFORM_TEXT3:
11514 case Q3DEFORM_TEXT4:
11515 case Q3DEFORM_TEXT5:
11516 case Q3DEFORM_TEXT6:
11517 case Q3DEFORM_TEXT7:
11518 case Q3DEFORM_NONE:
11520 case Q3DEFORM_AUTOSPRITE:
11521 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11522 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11523 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11524 VectorNormalize(newforward);
11525 VectorNormalize(newright);
11526 VectorNormalize(newup);
11527 // a single autosprite surface can contain multiple sprites...
11528 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11530 VectorClear(center);
11531 for (i = 0;i < 4;i++)
11532 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11533 VectorScale(center, 0.25f, center);
11534 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11535 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11536 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11537 for (i = 0;i < 4;i++)
11539 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11540 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11543 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11544 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11545 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);
11546 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11547 rsurface.batchvertex3f_vertexbuffer = NULL;
11548 rsurface.batchvertex3f_bufferoffset = 0;
11549 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11550 rsurface.batchsvector3f_vertexbuffer = NULL;
11551 rsurface.batchsvector3f_bufferoffset = 0;
11552 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11553 rsurface.batchtvector3f_vertexbuffer = NULL;
11554 rsurface.batchtvector3f_bufferoffset = 0;
11555 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11556 rsurface.batchnormal3f_vertexbuffer = NULL;
11557 rsurface.batchnormal3f_bufferoffset = 0;
11559 case Q3DEFORM_AUTOSPRITE2:
11560 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11561 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11562 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11563 VectorNormalize(newforward);
11564 VectorNormalize(newright);
11565 VectorNormalize(newup);
11567 const float *v1, *v2;
11577 memset(shortest, 0, sizeof(shortest));
11578 // a single autosprite surface can contain multiple sprites...
11579 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11581 VectorClear(center);
11582 for (i = 0;i < 4;i++)
11583 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11584 VectorScale(center, 0.25f, center);
11585 // find the two shortest edges, then use them to define the
11586 // axis vectors for rotating around the central axis
11587 for (i = 0;i < 6;i++)
11589 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11590 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11591 l = VectorDistance2(v1, v2);
11592 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11593 if (v1[2] != v2[2])
11594 l += (1.0f / 1024.0f);
11595 if (shortest[0].length2 > l || i == 0)
11597 shortest[1] = shortest[0];
11598 shortest[0].length2 = l;
11599 shortest[0].v1 = v1;
11600 shortest[0].v2 = v2;
11602 else if (shortest[1].length2 > l || i == 1)
11604 shortest[1].length2 = l;
11605 shortest[1].v1 = v1;
11606 shortest[1].v2 = v2;
11609 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11610 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11611 // this calculates the right vector from the shortest edge
11612 // and the up vector from the edge midpoints
11613 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11614 VectorNormalize(right);
11615 VectorSubtract(end, start, up);
11616 VectorNormalize(up);
11617 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11618 VectorSubtract(rsurface.localvieworigin, center, forward);
11619 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11620 VectorNegate(forward, forward);
11621 VectorReflect(forward, 0, up, forward);
11622 VectorNormalize(forward);
11623 CrossProduct(up, forward, newright);
11624 VectorNormalize(newright);
11625 // rotate the quad around the up axis vector, this is made
11626 // especially easy by the fact we know the quad is flat,
11627 // so we only have to subtract the center position and
11628 // measure distance along the right vector, and then
11629 // multiply that by the newright vector and add back the
11631 // we also need to subtract the old position to undo the
11632 // displacement from the center, which we do with a
11633 // DotProduct, the subtraction/addition of center is also
11634 // optimized into DotProducts here
11635 l = DotProduct(right, center);
11636 for (i = 0;i < 4;i++)
11638 v1 = rsurface.batchvertex3f + 3*(j+i);
11639 f = DotProduct(right, v1) - l;
11640 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11644 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11645 rsurface.batchvertex3f_vertexbuffer = NULL;
11646 rsurface.batchvertex3f_bufferoffset = 0;
11647 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11649 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11650 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11651 rsurface.batchnormal3f_vertexbuffer = NULL;
11652 rsurface.batchnormal3f_bufferoffset = 0;
11654 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11656 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);
11657 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11658 rsurface.batchsvector3f_vertexbuffer = NULL;
11659 rsurface.batchsvector3f_bufferoffset = 0;
11660 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11661 rsurface.batchtvector3f_vertexbuffer = NULL;
11662 rsurface.batchtvector3f_bufferoffset = 0;
11665 case Q3DEFORM_NORMAL:
11666 // deform the normals to make reflections wavey
11667 for (j = 0;j < rsurface.batchnumvertices;j++)
11670 float *normal = rsurface.array_batchnormal3f + 3*j;
11671 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11672 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11673 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]);
11674 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]);
11675 VectorNormalize(normal);
11677 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11678 rsurface.batchnormal3f_vertexbuffer = NULL;
11679 rsurface.batchnormal3f_bufferoffset = 0;
11680 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11682 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);
11683 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11684 rsurface.batchsvector3f_vertexbuffer = NULL;
11685 rsurface.batchsvector3f_bufferoffset = 0;
11686 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11687 rsurface.batchtvector3f_vertexbuffer = NULL;
11688 rsurface.batchtvector3f_bufferoffset = 0;
11691 case Q3DEFORM_WAVE:
11692 // deform vertex array to make wavey water and flags and such
11693 waveparms[0] = deform->waveparms[0];
11694 waveparms[1] = deform->waveparms[1];
11695 waveparms[2] = deform->waveparms[2];
11696 waveparms[3] = deform->waveparms[3];
11697 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11698 break; // if wavefunc is a nop, don't make a dynamic vertex array
11699 // this is how a divisor of vertex influence on deformation
11700 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11701 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11702 for (j = 0;j < rsurface.batchnumvertices;j++)
11704 // if the wavefunc depends on time, evaluate it per-vertex
11707 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11708 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11710 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11712 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11713 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11714 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11715 rsurface.batchvertex3f_vertexbuffer = NULL;
11716 rsurface.batchvertex3f_bufferoffset = 0;
11717 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11718 rsurface.batchnormal3f_vertexbuffer = NULL;
11719 rsurface.batchnormal3f_bufferoffset = 0;
11720 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11722 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);
11723 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11724 rsurface.batchsvector3f_vertexbuffer = NULL;
11725 rsurface.batchsvector3f_bufferoffset = 0;
11726 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11727 rsurface.batchtvector3f_vertexbuffer = NULL;
11728 rsurface.batchtvector3f_bufferoffset = 0;
11731 case Q3DEFORM_BULGE:
11732 // deform vertex array to make the surface have moving bulges
11733 for (j = 0;j < rsurface.batchnumvertices;j++)
11735 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11736 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11738 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11739 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11740 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11741 rsurface.batchvertex3f_vertexbuffer = NULL;
11742 rsurface.batchvertex3f_bufferoffset = 0;
11743 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11744 rsurface.batchnormal3f_vertexbuffer = NULL;
11745 rsurface.batchnormal3f_bufferoffset = 0;
11746 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11748 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);
11749 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11750 rsurface.batchsvector3f_vertexbuffer = NULL;
11751 rsurface.batchsvector3f_bufferoffset = 0;
11752 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11753 rsurface.batchtvector3f_vertexbuffer = NULL;
11754 rsurface.batchtvector3f_bufferoffset = 0;
11757 case Q3DEFORM_MOVE:
11758 // deform vertex array
11759 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11760 break; // if wavefunc is a nop, don't make a dynamic vertex array
11761 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11762 VectorScale(deform->parms, scale, waveparms);
11763 for (j = 0;j < rsurface.batchnumvertices;j++)
11764 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11765 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11766 rsurface.batchvertex3f_vertexbuffer = NULL;
11767 rsurface.batchvertex3f_bufferoffset = 0;
11772 // generate texcoords based on the chosen texcoord source
11773 switch(rsurface.texture->tcgen.tcgen)
11776 case Q3TCGEN_TEXTURE:
11778 case Q3TCGEN_LIGHTMAP:
11779 if (rsurface.batchtexcoordlightmap2f)
11780 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11781 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11782 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11783 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11785 case Q3TCGEN_VECTOR:
11786 for (j = 0;j < rsurface.batchnumvertices;j++)
11788 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11789 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11791 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11792 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11793 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11795 case Q3TCGEN_ENVIRONMENT:
11796 // make environment reflections using a spheremap
11797 for (j = 0;j < rsurface.batchnumvertices;j++)
11799 // identical to Q3A's method, but executed in worldspace so
11800 // carried models can be shiny too
11802 float viewer[3], d, reflected[3], worldreflected[3];
11804 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11805 // VectorNormalize(viewer);
11807 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11809 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11810 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11811 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11812 // note: this is proportinal to viewer, so we can normalize later
11814 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11815 VectorNormalize(worldreflected);
11817 // note: this sphere map only uses world x and z!
11818 // so positive and negative y will LOOK THE SAME.
11819 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11820 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11822 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11823 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11824 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11827 // the only tcmod that needs software vertex processing is turbulent, so
11828 // check for it here and apply the changes if needed
11829 // and we only support that as the first one
11830 // (handling a mixture of turbulent and other tcmods would be problematic
11831 // without punting it entirely to a software path)
11832 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11834 amplitude = rsurface.texture->tcmods[0].parms[1];
11835 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11836 for (j = 0;j < rsurface.batchnumvertices;j++)
11838 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);
11839 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11841 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11842 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11843 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11846 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11848 // convert the modified arrays to vertex structs
11849 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11850 rsurface.batchvertexmeshbuffer = NULL;
11851 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11852 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11853 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11854 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11855 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11856 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11857 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11859 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11861 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11862 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11865 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11866 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11867 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11868 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11869 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11870 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11871 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11872 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11873 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11876 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11878 // convert the modified arrays to vertex structs
11879 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11880 rsurface.batchvertexpositionbuffer = NULL;
11881 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11882 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11884 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11885 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11889 void RSurf_DrawBatch(void)
11891 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);
11894 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11896 // pick the closest matching water plane
11897 int planeindex, vertexindex, bestplaneindex = -1;
11901 r_waterstate_waterplane_t *p;
11903 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11905 if(p->camera_entity != rsurface.texture->camera_entity)
11908 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11909 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11911 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11912 d += fabs(PlaneDiff(vert, &p->plane));
11914 if (bestd > d || bestplaneindex < 0)
11917 bestplaneindex = planeindex;
11920 return bestplaneindex;
11923 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11926 for (i = 0;i < rsurface.batchnumvertices;i++)
11927 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11928 rsurface.passcolor4f = rsurface.array_passcolor4f;
11929 rsurface.passcolor4f_vertexbuffer = 0;
11930 rsurface.passcolor4f_bufferoffset = 0;
11933 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11940 if (rsurface.passcolor4f)
11942 // generate color arrays
11943 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)
11945 f = RSurf_FogVertex(v);
11954 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11956 f = RSurf_FogVertex(v);
11963 rsurface.passcolor4f = rsurface.array_passcolor4f;
11964 rsurface.passcolor4f_vertexbuffer = 0;
11965 rsurface.passcolor4f_bufferoffset = 0;
11968 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11975 if (!rsurface.passcolor4f)
11977 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)
11979 f = RSurf_FogVertex(v);
11980 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11981 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11982 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11985 rsurface.passcolor4f = rsurface.array_passcolor4f;
11986 rsurface.passcolor4f_vertexbuffer = 0;
11987 rsurface.passcolor4f_bufferoffset = 0;
11990 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11995 if (!rsurface.passcolor4f)
11997 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12004 rsurface.passcolor4f = rsurface.array_passcolor4f;
12005 rsurface.passcolor4f_vertexbuffer = 0;
12006 rsurface.passcolor4f_bufferoffset = 0;
12009 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12014 if (!rsurface.passcolor4f)
12016 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12018 c2[0] = c[0] + r_refdef.scene.ambient;
12019 c2[1] = c[1] + r_refdef.scene.ambient;
12020 c2[2] = c[2] + r_refdef.scene.ambient;
12023 rsurface.passcolor4f = rsurface.array_passcolor4f;
12024 rsurface.passcolor4f_vertexbuffer = 0;
12025 rsurface.passcolor4f_bufferoffset = 0;
12028 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12031 rsurface.passcolor4f = NULL;
12032 rsurface.passcolor4f_vertexbuffer = 0;
12033 rsurface.passcolor4f_bufferoffset = 0;
12034 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12035 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12036 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12037 GL_Color(r, g, b, a);
12038 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12042 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12044 // TODO: optimize applyfog && applycolor case
12045 // just apply fog if necessary, and tint the fog color array if necessary
12046 rsurface.passcolor4f = NULL;
12047 rsurface.passcolor4f_vertexbuffer = 0;
12048 rsurface.passcolor4f_bufferoffset = 0;
12049 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12050 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12051 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12052 GL_Color(r, g, b, a);
12056 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12059 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12060 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12061 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12062 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12063 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12064 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12065 GL_Color(r, g, b, a);
12069 static void RSurf_DrawBatch_GL11_ClampColor(void)
12074 if (!rsurface.passcolor4f)
12076 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12078 c2[0] = bound(0.0f, c1[0], 1.0f);
12079 c2[1] = bound(0.0f, c1[1], 1.0f);
12080 c2[2] = bound(0.0f, c1[2], 1.0f);
12081 c2[3] = bound(0.0f, c1[3], 1.0f);
12085 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12093 vec3_t ambientcolor;
12094 vec3_t diffusecolor;
12098 VectorCopy(rsurface.modellight_lightdir, lightdir);
12099 f = 0.5f * r_refdef.lightmapintensity;
12100 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12101 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12102 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12103 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12104 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12105 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12107 if (VectorLength2(diffusecolor) > 0)
12109 // q3-style directional shading
12110 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)
12112 if ((f = DotProduct(n, lightdir)) > 0)
12113 VectorMA(ambientcolor, f, diffusecolor, c);
12115 VectorCopy(ambientcolor, c);
12122 rsurface.passcolor4f = rsurface.array_passcolor4f;
12123 rsurface.passcolor4f_vertexbuffer = 0;
12124 rsurface.passcolor4f_bufferoffset = 0;
12125 *applycolor = false;
12129 *r = ambientcolor[0];
12130 *g = ambientcolor[1];
12131 *b = ambientcolor[2];
12132 rsurface.passcolor4f = NULL;
12133 rsurface.passcolor4f_vertexbuffer = 0;
12134 rsurface.passcolor4f_bufferoffset = 0;
12138 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12140 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12141 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12142 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12143 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12144 GL_Color(r, g, b, a);
12148 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12154 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12156 f = 1 - RSurf_FogVertex(v);
12164 void RSurf_SetupDepthAndCulling(void)
12166 // submodels are biased to avoid z-fighting with world surfaces that they
12167 // may be exactly overlapping (avoids z-fighting artifacts on certain
12168 // doors and things in Quake maps)
12169 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12170 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12171 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12172 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12175 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12177 // transparent sky would be ridiculous
12178 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12180 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12181 skyrenderlater = true;
12182 RSurf_SetupDepthAndCulling();
12183 GL_DepthMask(true);
12184 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12185 // skymasking on them, and Quake3 never did sky masking (unlike
12186 // software Quake and software Quake2), so disable the sky masking
12187 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12188 // and skymasking also looks very bad when noclipping outside the
12189 // level, so don't use it then either.
12190 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12192 R_Mesh_ResetTextureState();
12193 if (skyrendermasked)
12195 R_SetupShader_DepthOrShadow();
12196 // depth-only (masking)
12197 GL_ColorMask(0,0,0,0);
12198 // just to make sure that braindead drivers don't draw
12199 // anything despite that colormask...
12200 GL_BlendFunc(GL_ZERO, GL_ONE);
12201 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12202 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12206 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12208 GL_BlendFunc(GL_ONE, GL_ZERO);
12209 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12210 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12211 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12214 if (skyrendermasked)
12215 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12217 R_Mesh_ResetTextureState();
12218 GL_Color(1, 1, 1, 1);
12221 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12222 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12223 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12225 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12229 // render screenspace normalmap to texture
12230 GL_DepthMask(true);
12231 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12236 // bind lightmap texture
12238 // water/refraction/reflection/camera surfaces have to be handled specially
12239 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12241 int start, end, startplaneindex;
12242 for (start = 0;start < texturenumsurfaces;start = end)
12244 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12245 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12247 // now that we have a batch using the same planeindex, render it
12248 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12250 // render water or distortion background
12251 GL_DepthMask(true);
12252 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));
12254 // blend surface on top
12255 GL_DepthMask(false);
12256 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12259 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12261 // render surface with reflection texture as input
12262 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12263 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));
12270 // render surface batch normally
12271 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12272 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12276 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12278 // OpenGL 1.3 path - anything not completely ancient
12279 qboolean applycolor;
12282 const texturelayer_t *layer;
12283 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);
12284 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12286 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12289 int layertexrgbscale;
12290 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12292 if (layerindex == 0)
12293 GL_AlphaTest(true);
12296 GL_AlphaTest(false);
12297 GL_DepthFunc(GL_EQUAL);
12300 GL_DepthMask(layer->depthmask && writedepth);
12301 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12302 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12304 layertexrgbscale = 4;
12305 VectorScale(layer->color, 0.25f, layercolor);
12307 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12309 layertexrgbscale = 2;
12310 VectorScale(layer->color, 0.5f, layercolor);
12314 layertexrgbscale = 1;
12315 VectorScale(layer->color, 1.0f, layercolor);
12317 layercolor[3] = layer->color[3];
12318 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12319 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12320 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12321 switch (layer->type)
12323 case TEXTURELAYERTYPE_LITTEXTURE:
12324 // single-pass lightmapped texture with 2x rgbscale
12325 R_Mesh_TexBind(0, r_texture_white);
12326 R_Mesh_TexMatrix(0, NULL);
12327 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12328 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12329 R_Mesh_TexBind(1, layer->texture);
12330 R_Mesh_TexMatrix(1, &layer->texmatrix);
12331 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12332 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12334 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12335 else if (rsurface.uselightmaptexture)
12336 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12338 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12340 case TEXTURELAYERTYPE_TEXTURE:
12341 // singletexture unlit texture with transparency support
12342 R_Mesh_TexBind(0, layer->texture);
12343 R_Mesh_TexMatrix(0, &layer->texmatrix);
12344 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12345 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12346 R_Mesh_TexBind(1, 0);
12347 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12348 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12350 case TEXTURELAYERTYPE_FOG:
12351 // singletexture fogging
12352 if (layer->texture)
12354 R_Mesh_TexBind(0, layer->texture);
12355 R_Mesh_TexMatrix(0, &layer->texmatrix);
12356 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12357 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12361 R_Mesh_TexBind(0, 0);
12362 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12364 R_Mesh_TexBind(1, 0);
12365 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12366 // generate a color array for the fog pass
12367 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12368 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12372 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12377 GL_DepthFunc(GL_LEQUAL);
12378 GL_AlphaTest(false);
12382 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12384 // OpenGL 1.1 - crusty old voodoo path
12387 const texturelayer_t *layer;
12388 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);
12389 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12391 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12393 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12395 if (layerindex == 0)
12396 GL_AlphaTest(true);
12399 GL_AlphaTest(false);
12400 GL_DepthFunc(GL_EQUAL);
12403 GL_DepthMask(layer->depthmask && writedepth);
12404 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12405 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12406 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12407 switch (layer->type)
12409 case TEXTURELAYERTYPE_LITTEXTURE:
12410 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12412 // two-pass lit texture with 2x rgbscale
12413 // first the lightmap pass
12414 R_Mesh_TexBind(0, r_texture_white);
12415 R_Mesh_TexMatrix(0, NULL);
12416 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12417 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12418 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12419 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12420 else if (rsurface.uselightmaptexture)
12421 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12423 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12424 // then apply the texture to it
12425 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12426 R_Mesh_TexBind(0, layer->texture);
12427 R_Mesh_TexMatrix(0, &layer->texmatrix);
12428 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12429 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12430 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);
12434 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12435 R_Mesh_TexBind(0, layer->texture);
12436 R_Mesh_TexMatrix(0, &layer->texmatrix);
12437 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12438 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12440 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);
12442 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);
12445 case TEXTURELAYERTYPE_TEXTURE:
12446 // singletexture unlit texture with transparency support
12447 R_Mesh_TexBind(0, layer->texture);
12448 R_Mesh_TexMatrix(0, &layer->texmatrix);
12449 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12450 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12451 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);
12453 case TEXTURELAYERTYPE_FOG:
12454 // singletexture fogging
12455 if (layer->texture)
12457 R_Mesh_TexBind(0, layer->texture);
12458 R_Mesh_TexMatrix(0, &layer->texmatrix);
12459 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12460 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12464 R_Mesh_TexBind(0, 0);
12465 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12467 // generate a color array for the fog pass
12468 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12469 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12473 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12476 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12478 GL_DepthFunc(GL_LEQUAL);
12479 GL_AlphaTest(false);
12483 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12487 r_vertexgeneric_t *batchvertex;
12490 GL_AlphaTest(false);
12491 R_Mesh_ResetTextureState();
12492 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12494 if(rsurface.texture && rsurface.texture->currentskinframe)
12496 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12497 c[3] *= rsurface.texture->currentalpha;
12507 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12509 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12510 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12511 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12514 // brighten it up (as texture value 127 means "unlit")
12515 c[0] *= 2 * r_refdef.view.colorscale;
12516 c[1] *= 2 * r_refdef.view.colorscale;
12517 c[2] *= 2 * r_refdef.view.colorscale;
12519 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12520 c[3] *= r_wateralpha.value;
12522 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12524 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12525 GL_DepthMask(false);
12527 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12529 GL_BlendFunc(GL_ONE, GL_ONE);
12530 GL_DepthMask(false);
12532 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12534 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12535 GL_DepthMask(false);
12537 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12539 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12540 GL_DepthMask(false);
12544 GL_BlendFunc(GL_ONE, GL_ZERO);
12545 GL_DepthMask(writedepth);
12548 if (r_showsurfaces.integer == 3)
12550 rsurface.passcolor4f = NULL;
12552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12554 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12556 rsurface.passcolor4f = NULL;
12557 rsurface.passcolor4f_vertexbuffer = 0;
12558 rsurface.passcolor4f_bufferoffset = 0;
12560 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12562 qboolean applycolor = true;
12565 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12567 r_refdef.lightmapintensity = 1;
12568 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12569 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12573 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12575 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12576 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12577 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12580 if(!rsurface.passcolor4f)
12581 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12583 RSurf_DrawBatch_GL11_ApplyAmbient();
12584 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12585 if(r_refdef.fogenabled)
12586 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12587 RSurf_DrawBatch_GL11_ClampColor();
12589 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12590 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12593 else if (!r_refdef.view.showdebug)
12595 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12596 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12597 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12599 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12600 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12602 R_Mesh_PrepareVertices_Generic_Unlock();
12605 else if (r_showsurfaces.integer == 4)
12607 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12608 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12609 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12611 unsigned char c = vi << 3;
12612 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12613 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12615 R_Mesh_PrepareVertices_Generic_Unlock();
12618 else if (r_showsurfaces.integer == 2)
12621 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12622 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12623 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12625 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12626 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12627 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12628 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12629 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12630 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12631 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12633 R_Mesh_PrepareVertices_Generic_Unlock();
12634 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12638 int texturesurfaceindex;
12640 const msurface_t *surface;
12641 unsigned char surfacecolor4ub[4];
12642 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12643 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12645 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12647 surface = texturesurfacelist[texturesurfaceindex];
12648 k = (int)(((size_t)surface) / sizeof(msurface_t));
12649 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12650 for (j = 0;j < surface->num_vertices;j++)
12652 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12653 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12657 R_Mesh_PrepareVertices_Generic_Unlock();
12662 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12665 RSurf_SetupDepthAndCulling();
12666 if (r_showsurfaces.integer)
12668 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12671 switch (vid.renderpath)
12673 case RENDERPATH_GL20:
12674 case RENDERPATH_CGGL:
12675 case RENDERPATH_D3D9:
12676 case RENDERPATH_D3D10:
12677 case RENDERPATH_D3D11:
12678 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12680 case RENDERPATH_GL13:
12681 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12683 case RENDERPATH_GL11:
12684 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12690 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12693 RSurf_SetupDepthAndCulling();
12694 if (r_showsurfaces.integer)
12696 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12699 switch (vid.renderpath)
12701 case RENDERPATH_GL20:
12702 case RENDERPATH_CGGL:
12703 case RENDERPATH_D3D9:
12704 case RENDERPATH_D3D10:
12705 case RENDERPATH_D3D11:
12706 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12708 case RENDERPATH_GL13:
12709 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12711 case RENDERPATH_GL11:
12712 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12718 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12721 int texturenumsurfaces, endsurface;
12722 texture_t *texture;
12723 const msurface_t *surface;
12724 #define MAXBATCH_TRANSPARENTSURFACES 256
12725 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12727 // if the model is static it doesn't matter what value we give for
12728 // wantnormals and wanttangents, so this logic uses only rules applicable
12729 // to a model, knowing that they are meaningless otherwise
12730 if (ent == r_refdef.scene.worldentity)
12731 RSurf_ActiveWorldEntity();
12732 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12733 RSurf_ActiveModelEntity(ent, false, false, false);
12736 switch (vid.renderpath)
12738 case RENDERPATH_GL20:
12739 case RENDERPATH_CGGL:
12740 case RENDERPATH_D3D9:
12741 case RENDERPATH_D3D10:
12742 case RENDERPATH_D3D11:
12743 RSurf_ActiveModelEntity(ent, true, true, false);
12745 case RENDERPATH_GL13:
12746 case RENDERPATH_GL11:
12747 RSurf_ActiveModelEntity(ent, true, false, false);
12752 if (r_transparentdepthmasking.integer)
12754 qboolean setup = false;
12755 for (i = 0;i < numsurfaces;i = j)
12758 surface = rsurface.modelsurfaces + surfacelist[i];
12759 texture = surface->texture;
12760 rsurface.texture = R_GetCurrentTexture(texture);
12761 rsurface.lightmaptexture = NULL;
12762 rsurface.deluxemaptexture = NULL;
12763 rsurface.uselightmaptexture = false;
12764 // scan ahead until we find a different texture
12765 endsurface = min(i + 1024, numsurfaces);
12766 texturenumsurfaces = 0;
12767 texturesurfacelist[texturenumsurfaces++] = surface;
12768 for (;j < endsurface;j++)
12770 surface = rsurface.modelsurfaces + surfacelist[j];
12771 if (texture != surface->texture)
12773 texturesurfacelist[texturenumsurfaces++] = surface;
12775 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12777 // render the range of surfaces as depth
12781 GL_ColorMask(0,0,0,0);
12783 GL_DepthTest(true);
12784 GL_BlendFunc(GL_ONE, GL_ZERO);
12785 GL_DepthMask(true);
12786 GL_AlphaTest(false);
12787 R_Mesh_ResetTextureState();
12788 R_SetupShader_DepthOrShadow();
12790 RSurf_SetupDepthAndCulling();
12791 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12792 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12796 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12799 for (i = 0;i < numsurfaces;i = j)
12802 surface = rsurface.modelsurfaces + surfacelist[i];
12803 texture = surface->texture;
12804 rsurface.texture = R_GetCurrentTexture(texture);
12805 rsurface.lightmaptexture = surface->lightmaptexture;
12806 rsurface.deluxemaptexture = surface->deluxemaptexture;
12807 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12808 // scan ahead until we find a different texture
12809 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12810 texturenumsurfaces = 0;
12811 texturesurfacelist[texturenumsurfaces++] = surface;
12812 for (;j < endsurface;j++)
12814 surface = rsurface.modelsurfaces + surfacelist[j];
12815 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12817 texturesurfacelist[texturenumsurfaces++] = surface;
12819 // render the range of surfaces
12820 if (ent == r_refdef.scene.worldentity)
12821 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12823 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12825 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12826 GL_AlphaTest(false);
12829 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12831 // transparent surfaces get pushed off into the transparent queue
12832 int surfacelistindex;
12833 const msurface_t *surface;
12834 vec3_t tempcenter, center;
12835 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12837 surface = texturesurfacelist[surfacelistindex];
12838 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12839 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12840 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12841 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12842 if (queueentity->transparent_offset) // transparent offset
12844 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12845 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12846 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12848 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12852 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12854 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12856 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12858 RSurf_SetupDepthAndCulling();
12859 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12860 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12864 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12866 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12869 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12872 if (!rsurface.texture->currentnumlayers)
12874 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12875 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12877 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12879 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12880 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12881 else if (!rsurface.texture->currentnumlayers)
12883 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12885 // in the deferred case, transparent surfaces were queued during prepass
12886 if (!r_shadow_usingdeferredprepass)
12887 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12891 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12892 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12897 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12900 texture_t *texture;
12901 // break the surface list down into batches by texture and use of lightmapping
12902 for (i = 0;i < numsurfaces;i = j)
12905 // texture is the base texture pointer, rsurface.texture is the
12906 // current frame/skin the texture is directing us to use (for example
12907 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12908 // use skin 1 instead)
12909 texture = surfacelist[i]->texture;
12910 rsurface.texture = R_GetCurrentTexture(texture);
12911 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12912 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12913 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12914 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12916 // if this texture is not the kind we want, skip ahead to the next one
12917 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12921 // simply scan ahead until we find a different texture or lightmap state
12922 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12924 // render the range of surfaces
12925 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12929 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12933 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12936 if (!rsurface.texture->currentnumlayers)
12938 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12939 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12941 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12943 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12944 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12945 else if (!rsurface.texture->currentnumlayers)
12947 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12949 // in the deferred case, transparent surfaces were queued during prepass
12950 if (!r_shadow_usingdeferredprepass)
12951 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12955 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12956 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12961 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12964 texture_t *texture;
12965 // break the surface list down into batches by texture and use of lightmapping
12966 for (i = 0;i < numsurfaces;i = j)
12969 // texture is the base texture pointer, rsurface.texture is the
12970 // current frame/skin the texture is directing us to use (for example
12971 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12972 // use skin 1 instead)
12973 texture = surfacelist[i]->texture;
12974 rsurface.texture = R_GetCurrentTexture(texture);
12975 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12976 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12977 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12978 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12980 // if this texture is not the kind we want, skip ahead to the next one
12981 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12985 // simply scan ahead until we find a different texture or lightmap state
12986 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12988 // render the range of surfaces
12989 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12993 float locboxvertex3f[6*4*3] =
12995 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12996 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12997 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12998 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12999 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13000 1,0,0, 0,0,0, 0,1,0, 1,1,0
13003 unsigned short locboxelements[6*2*3] =
13008 12,13,14, 12,14,15,
13009 16,17,18, 16,18,19,
13013 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13016 cl_locnode_t *loc = (cl_locnode_t *)ent;
13018 float vertex3f[6*4*3];
13020 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13021 GL_DepthMask(false);
13022 GL_DepthRange(0, 1);
13023 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13024 GL_DepthTest(true);
13025 GL_CullFace(GL_NONE);
13026 R_EntityMatrix(&identitymatrix);
13028 R_Mesh_ResetTextureState();
13030 i = surfacelist[0];
13031 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13032 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13033 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13034 surfacelist[0] < 0 ? 0.5f : 0.125f);
13036 if (VectorCompare(loc->mins, loc->maxs))
13038 VectorSet(size, 2, 2, 2);
13039 VectorMA(loc->mins, -0.5f, size, mins);
13043 VectorCopy(loc->mins, mins);
13044 VectorSubtract(loc->maxs, loc->mins, size);
13047 for (i = 0;i < 6*4*3;)
13048 for (j = 0;j < 3;j++, i++)
13049 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13051 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13052 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13053 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13056 void R_DrawLocs(void)
13059 cl_locnode_t *loc, *nearestloc;
13061 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13062 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13064 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13065 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13069 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13071 if (decalsystem->decals)
13072 Mem_Free(decalsystem->decals);
13073 memset(decalsystem, 0, sizeof(*decalsystem));
13076 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)
13079 tridecal_t *decals;
13082 // expand or initialize the system
13083 if (decalsystem->maxdecals <= decalsystem->numdecals)
13085 decalsystem_t old = *decalsystem;
13086 qboolean useshortelements;
13087 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13088 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13089 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)));
13090 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13091 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13092 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13093 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13094 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13095 if (decalsystem->numdecals)
13096 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13098 Mem_Free(old.decals);
13099 for (i = 0;i < decalsystem->maxdecals*3;i++)
13100 decalsystem->element3i[i] = i;
13101 if (useshortelements)
13102 for (i = 0;i < decalsystem->maxdecals*3;i++)
13103 decalsystem->element3s[i] = i;
13106 // grab a decal and search for another free slot for the next one
13107 decals = decalsystem->decals;
13108 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13109 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13111 decalsystem->freedecal = i;
13112 if (decalsystem->numdecals <= i)
13113 decalsystem->numdecals = i + 1;
13115 // initialize the decal
13117 decal->triangleindex = triangleindex;
13118 decal->surfaceindex = surfaceindex;
13119 decal->decalsequence = decalsequence;
13120 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13121 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13122 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13123 decal->color4ub[0][3] = 255;
13124 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13125 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13126 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13127 decal->color4ub[1][3] = 255;
13128 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13129 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13130 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13131 decal->color4ub[2][3] = 255;
13132 decal->vertex3f[0][0] = v0[0];
13133 decal->vertex3f[0][1] = v0[1];
13134 decal->vertex3f[0][2] = v0[2];
13135 decal->vertex3f[1][0] = v1[0];
13136 decal->vertex3f[1][1] = v1[1];
13137 decal->vertex3f[1][2] = v1[2];
13138 decal->vertex3f[2][0] = v2[0];
13139 decal->vertex3f[2][1] = v2[1];
13140 decal->vertex3f[2][2] = v2[2];
13141 decal->texcoord2f[0][0] = t0[0];
13142 decal->texcoord2f[0][1] = t0[1];
13143 decal->texcoord2f[1][0] = t1[0];
13144 decal->texcoord2f[1][1] = t1[1];
13145 decal->texcoord2f[2][0] = t2[0];
13146 decal->texcoord2f[2][1] = t2[1];
13149 extern cvar_t cl_decals_bias;
13150 extern cvar_t cl_decals_models;
13151 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13152 // baseparms, parms, temps
13153 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)
13158 const float *vertex3f;
13160 float points[2][9][3];
13167 e = rsurface.modelelement3i + 3*triangleindex;
13169 vertex3f = rsurface.modelvertex3f;
13171 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13173 index = 3*e[cornerindex];
13174 VectorCopy(vertex3f + index, v[cornerindex]);
13177 //TriangleNormal(v[0], v[1], v[2], normal);
13178 //if (DotProduct(normal, localnormal) < 0.0f)
13180 // clip by each of the box planes formed from the projection matrix
13181 // if anything survives, we emit the decal
13182 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]);
13185 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]);
13188 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]);
13191 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]);
13194 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]);
13197 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]);
13200 // some part of the triangle survived, so we have to accept it...
13203 // dynamic always uses the original triangle
13205 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13207 index = 3*e[cornerindex];
13208 VectorCopy(vertex3f + index, v[cornerindex]);
13211 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13213 // convert vertex positions to texcoords
13214 Matrix4x4_Transform(projection, v[cornerindex], temp);
13215 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13216 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13217 // calculate distance fade from the projection origin
13218 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13219 f = bound(0.0f, f, 1.0f);
13220 c[cornerindex][0] = r * f;
13221 c[cornerindex][1] = g * f;
13222 c[cornerindex][2] = b * f;
13223 c[cornerindex][3] = 1.0f;
13224 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13227 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);
13229 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13230 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);
13232 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)
13234 matrix4x4_t projection;
13235 decalsystem_t *decalsystem;
13238 const msurface_t *surface;
13239 const msurface_t *surfaces;
13240 const int *surfacelist;
13241 const texture_t *texture;
13243 int numsurfacelist;
13244 int surfacelistindex;
13247 float localorigin[3];
13248 float localnormal[3];
13249 float localmins[3];
13250 float localmaxs[3];
13253 float planes[6][4];
13256 int bih_triangles_count;
13257 int bih_triangles[256];
13258 int bih_surfaces[256];
13260 decalsystem = &ent->decalsystem;
13261 model = ent->model;
13262 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13264 R_DecalSystem_Reset(&ent->decalsystem);
13268 if (!model->brush.data_leafs && !cl_decals_models.integer)
13270 if (decalsystem->model)
13271 R_DecalSystem_Reset(decalsystem);
13275 if (decalsystem->model != model)
13276 R_DecalSystem_Reset(decalsystem);
13277 decalsystem->model = model;
13279 RSurf_ActiveModelEntity(ent, false, false, false);
13281 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13282 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13283 VectorNormalize(localnormal);
13284 localsize = worldsize*rsurface.inversematrixscale;
13285 localmins[0] = localorigin[0] - localsize;
13286 localmins[1] = localorigin[1] - localsize;
13287 localmins[2] = localorigin[2] - localsize;
13288 localmaxs[0] = localorigin[0] + localsize;
13289 localmaxs[1] = localorigin[1] + localsize;
13290 localmaxs[2] = localorigin[2] + localsize;
13292 //VectorCopy(localnormal, planes[4]);
13293 //VectorVectors(planes[4], planes[2], planes[0]);
13294 AnglesFromVectors(angles, localnormal, NULL, false);
13295 AngleVectors(angles, planes[0], planes[2], planes[4]);
13296 VectorNegate(planes[0], planes[1]);
13297 VectorNegate(planes[2], planes[3]);
13298 VectorNegate(planes[4], planes[5]);
13299 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13300 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13301 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13302 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13303 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13304 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13309 matrix4x4_t forwardprojection;
13310 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13311 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13316 float projectionvector[4][3];
13317 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13318 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13319 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13320 projectionvector[0][0] = planes[0][0] * ilocalsize;
13321 projectionvector[0][1] = planes[1][0] * ilocalsize;
13322 projectionvector[0][2] = planes[2][0] * ilocalsize;
13323 projectionvector[1][0] = planes[0][1] * ilocalsize;
13324 projectionvector[1][1] = planes[1][1] * ilocalsize;
13325 projectionvector[1][2] = planes[2][1] * ilocalsize;
13326 projectionvector[2][0] = planes[0][2] * ilocalsize;
13327 projectionvector[2][1] = planes[1][2] * ilocalsize;
13328 projectionvector[2][2] = planes[2][2] * ilocalsize;
13329 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13330 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13331 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13332 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13336 dynamic = model->surfmesh.isanimated;
13337 numsurfacelist = model->nummodelsurfaces;
13338 surfacelist = model->sortedmodelsurfaces;
13339 surfaces = model->data_surfaces;
13342 bih_triangles_count = -1;
13345 if(model->render_bih.numleafs)
13346 bih = &model->render_bih;
13347 else if(model->collision_bih.numleafs)
13348 bih = &model->collision_bih;
13351 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13352 if(bih_triangles_count == 0)
13354 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13356 if(bih_triangles_count > 0)
13358 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13360 surfaceindex = bih_surfaces[triangleindex];
13361 surface = surfaces + surfaceindex;
13362 texture = surface->texture;
13363 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13365 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13367 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13372 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13374 surfaceindex = surfacelist[surfacelistindex];
13375 surface = surfaces + surfaceindex;
13376 // check cull box first because it rejects more than any other check
13377 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13379 // skip transparent surfaces
13380 texture = surface->texture;
13381 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13383 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13385 numtriangles = surface->num_triangles;
13386 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13387 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13392 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13393 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)
13395 int renderentityindex;
13396 float worldmins[3];
13397 float worldmaxs[3];
13398 entity_render_t *ent;
13400 if (!cl_decals_newsystem.integer)
13403 worldmins[0] = worldorigin[0] - worldsize;
13404 worldmins[1] = worldorigin[1] - worldsize;
13405 worldmins[2] = worldorigin[2] - worldsize;
13406 worldmaxs[0] = worldorigin[0] + worldsize;
13407 worldmaxs[1] = worldorigin[1] + worldsize;
13408 worldmaxs[2] = worldorigin[2] + worldsize;
13410 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13412 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13414 ent = r_refdef.scene.entities[renderentityindex];
13415 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13418 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13422 typedef struct r_decalsystem_splatqueue_s
13424 vec3_t worldorigin;
13425 vec3_t worldnormal;
13431 r_decalsystem_splatqueue_t;
13433 int r_decalsystem_numqueued = 0;
13434 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13436 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)
13438 r_decalsystem_splatqueue_t *queue;
13440 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13443 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13444 VectorCopy(worldorigin, queue->worldorigin);
13445 VectorCopy(worldnormal, queue->worldnormal);
13446 Vector4Set(queue->color, r, g, b, a);
13447 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13448 queue->worldsize = worldsize;
13449 queue->decalsequence = cl.decalsequence++;
13452 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13455 r_decalsystem_splatqueue_t *queue;
13457 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13458 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);
13459 r_decalsystem_numqueued = 0;
13462 extern cvar_t cl_decals_max;
13463 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13466 decalsystem_t *decalsystem = &ent->decalsystem;
13473 if (!decalsystem->numdecals)
13476 if (r_showsurfaces.integer)
13479 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13481 R_DecalSystem_Reset(decalsystem);
13485 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13486 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13488 if (decalsystem->lastupdatetime)
13489 frametime = (cl.time - decalsystem->lastupdatetime);
13492 decalsystem->lastupdatetime = cl.time;
13493 decal = decalsystem->decals;
13494 numdecals = decalsystem->numdecals;
13496 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13498 if (decal->color4ub[0][3])
13500 decal->lived += frametime;
13501 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13503 memset(decal, 0, sizeof(*decal));
13504 if (decalsystem->freedecal > i)
13505 decalsystem->freedecal = i;
13509 decal = decalsystem->decals;
13510 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13513 // collapse the array by shuffling the tail decals into the gaps
13516 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13517 decalsystem->freedecal++;
13518 if (decalsystem->freedecal == numdecals)
13520 decal[decalsystem->freedecal] = decal[--numdecals];
13523 decalsystem->numdecals = numdecals;
13525 if (numdecals <= 0)
13527 // if there are no decals left, reset decalsystem
13528 R_DecalSystem_Reset(decalsystem);
13532 extern skinframe_t *decalskinframe;
13533 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13536 decalsystem_t *decalsystem = &ent->decalsystem;
13545 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13548 numdecals = decalsystem->numdecals;
13552 if (r_showsurfaces.integer)
13555 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13557 R_DecalSystem_Reset(decalsystem);
13561 // if the model is static it doesn't matter what value we give for
13562 // wantnormals and wanttangents, so this logic uses only rules applicable
13563 // to a model, knowing that they are meaningless otherwise
13564 if (ent == r_refdef.scene.worldentity)
13565 RSurf_ActiveWorldEntity();
13567 RSurf_ActiveModelEntity(ent, false, false, false);
13569 decalsystem->lastupdatetime = cl.time;
13570 decal = decalsystem->decals;
13572 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13574 // update vertex positions for animated models
13575 v3f = decalsystem->vertex3f;
13576 c4f = decalsystem->color4f;
13577 t2f = decalsystem->texcoord2f;
13578 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13580 if (!decal->color4ub[0][3])
13583 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13586 // update color values for fading decals
13587 if (decal->lived >= cl_decals_time.value)
13589 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13590 alpha *= (1.0f/255.0f);
13593 alpha = 1.0f/255.0f;
13595 c4f[ 0] = decal->color4ub[0][0] * alpha;
13596 c4f[ 1] = decal->color4ub[0][1] * alpha;
13597 c4f[ 2] = decal->color4ub[0][2] * alpha;
13599 c4f[ 4] = decal->color4ub[1][0] * alpha;
13600 c4f[ 5] = decal->color4ub[1][1] * alpha;
13601 c4f[ 6] = decal->color4ub[1][2] * alpha;
13603 c4f[ 8] = decal->color4ub[2][0] * alpha;
13604 c4f[ 9] = decal->color4ub[2][1] * alpha;
13605 c4f[10] = decal->color4ub[2][2] * alpha;
13608 t2f[0] = decal->texcoord2f[0][0];
13609 t2f[1] = decal->texcoord2f[0][1];
13610 t2f[2] = decal->texcoord2f[1][0];
13611 t2f[3] = decal->texcoord2f[1][1];
13612 t2f[4] = decal->texcoord2f[2][0];
13613 t2f[5] = decal->texcoord2f[2][1];
13615 // update vertex positions for animated models
13616 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13618 e = rsurface.modelelement3i + 3*decal->triangleindex;
13619 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13620 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13621 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13625 VectorCopy(decal->vertex3f[0], v3f);
13626 VectorCopy(decal->vertex3f[1], v3f + 3);
13627 VectorCopy(decal->vertex3f[2], v3f + 6);
13630 if (r_refdef.fogenabled)
13632 alpha = RSurf_FogVertex(v3f);
13633 VectorScale(c4f, alpha, c4f);
13634 alpha = RSurf_FogVertex(v3f + 3);
13635 VectorScale(c4f + 4, alpha, c4f + 4);
13636 alpha = RSurf_FogVertex(v3f + 6);
13637 VectorScale(c4f + 8, alpha, c4f + 8);
13648 r_refdef.stats.drawndecals += numtris;
13650 // now render the decals all at once
13651 // (this assumes they all use one particle font texture!)
13652 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);
13653 R_Mesh_ResetTextureState();
13654 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13655 GL_DepthMask(false);
13656 GL_DepthRange(0, 1);
13657 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13658 GL_DepthTest(true);
13659 GL_CullFace(GL_NONE);
13660 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13661 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13662 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13666 static void R_DrawModelDecals(void)
13670 // fade faster when there are too many decals
13671 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13672 for (i = 0;i < r_refdef.scene.numentities;i++)
13673 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13675 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13676 for (i = 0;i < r_refdef.scene.numentities;i++)
13677 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13678 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13680 R_DecalSystem_ApplySplatEntitiesQueue();
13682 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13683 for (i = 0;i < r_refdef.scene.numentities;i++)
13684 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13686 r_refdef.stats.totaldecals += numdecals;
13688 if (r_showsurfaces.integer)
13691 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13693 for (i = 0;i < r_refdef.scene.numentities;i++)
13695 if (!r_refdef.viewcache.entityvisible[i])
13697 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13698 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13702 extern cvar_t mod_collision_bih;
13703 void R_DrawDebugModel(void)
13705 entity_render_t *ent = rsurface.entity;
13706 int i, j, k, l, flagsmask;
13707 const msurface_t *surface;
13708 dp_model_t *model = ent->model;
13711 switch(vid.renderpath)
13713 case RENDERPATH_GL11:
13714 case RENDERPATH_GL13:
13715 case RENDERPATH_GL20:
13716 case RENDERPATH_CGGL:
13718 case RENDERPATH_D3D9:
13719 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13721 case RENDERPATH_D3D10:
13722 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13724 case RENDERPATH_D3D11:
13725 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13729 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13731 R_Mesh_ResetTextureState();
13732 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13733 GL_DepthRange(0, 1);
13734 GL_DepthTest(!r_showdisabledepthtest.integer);
13735 GL_DepthMask(false);
13736 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13738 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13742 qboolean cullbox = ent == r_refdef.scene.worldentity;
13743 const q3mbrush_t *brush;
13744 const bih_t *bih = &model->collision_bih;
13745 const bih_leaf_t *bihleaf;
13746 float vertex3f[3][3];
13747 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13749 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13751 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13753 switch (bihleaf->type)
13756 brush = model->brush.data_brushes + bihleaf->itemindex;
13757 if (brush->colbrushf && brush->colbrushf->numtriangles)
13759 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);
13760 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13761 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13764 case BIH_COLLISIONTRIANGLE:
13765 triangleindex = bihleaf->itemindex;
13766 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13767 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13768 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13769 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);
13770 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13771 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13773 case BIH_RENDERTRIANGLE:
13774 triangleindex = bihleaf->itemindex;
13775 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13776 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13777 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13778 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);
13779 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13780 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13786 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13788 if (r_showtris.integer || r_shownormals.integer)
13790 if (r_showdisabledepthtest.integer)
13792 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13793 GL_DepthMask(false);
13797 GL_BlendFunc(GL_ONE, GL_ZERO);
13798 GL_DepthMask(true);
13800 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13802 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13804 rsurface.texture = R_GetCurrentTexture(surface->texture);
13805 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13808 if (r_showtris.value > 0)
13810 if (!rsurface.texture->currentlayers->depthmask)
13811 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13812 else if (ent == r_refdef.scene.worldentity)
13813 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13815 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13816 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13817 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13819 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13822 if (r_shownormals.value < 0)
13824 qglBegin(GL_LINES);
13825 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13827 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13828 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13829 qglVertex3f(v[0], v[1], v[2]);
13830 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13831 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13832 qglVertex3f(v[0], v[1], v[2]);
13837 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13839 qglBegin(GL_LINES);
13840 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13842 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13843 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13844 qglVertex3f(v[0], v[1], v[2]);
13845 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13846 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13847 qglVertex3f(v[0], v[1], v[2]);
13851 qglBegin(GL_LINES);
13852 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13854 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13855 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13856 qglVertex3f(v[0], v[1], v[2]);
13857 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13858 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13859 qglVertex3f(v[0], v[1], v[2]);
13863 qglBegin(GL_LINES);
13864 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13866 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13867 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13868 qglVertex3f(v[0], v[1], v[2]);
13869 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13870 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13871 qglVertex3f(v[0], v[1], v[2]);
13878 rsurface.texture = NULL;
13882 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13883 int r_maxsurfacelist = 0;
13884 const msurface_t **r_surfacelist = NULL;
13885 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13887 int i, j, endj, flagsmask;
13888 dp_model_t *model = r_refdef.scene.worldmodel;
13889 msurface_t *surfaces;
13890 unsigned char *update;
13891 int numsurfacelist = 0;
13895 if (r_maxsurfacelist < model->num_surfaces)
13897 r_maxsurfacelist = model->num_surfaces;
13899 Mem_Free((msurface_t**)r_surfacelist);
13900 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13903 RSurf_ActiveWorldEntity();
13905 surfaces = model->data_surfaces;
13906 update = model->brushq1.lightmapupdateflags;
13908 // update light styles on this submodel
13909 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13911 model_brush_lightstyleinfo_t *style;
13912 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13914 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13916 int *list = style->surfacelist;
13917 style->value = r_refdef.scene.lightstylevalue[style->style];
13918 for (j = 0;j < style->numsurfaces;j++)
13919 update[list[j]] = true;
13924 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13928 R_DrawDebugModel();
13929 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13933 rsurface.lightmaptexture = NULL;
13934 rsurface.deluxemaptexture = NULL;
13935 rsurface.uselightmaptexture = false;
13936 rsurface.texture = NULL;
13937 rsurface.rtlight = NULL;
13938 numsurfacelist = 0;
13939 // add visible surfaces to draw list
13940 for (i = 0;i < model->nummodelsurfaces;i++)
13942 j = model->sortedmodelsurfaces[i];
13943 if (r_refdef.viewcache.world_surfacevisible[j])
13944 r_surfacelist[numsurfacelist++] = surfaces + j;
13946 // update lightmaps if needed
13947 if (model->brushq1.firstrender)
13949 model->brushq1.firstrender = false;
13950 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13952 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13956 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13957 if (r_refdef.viewcache.world_surfacevisible[j])
13959 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13961 // don't do anything if there were no surfaces
13962 if (!numsurfacelist)
13964 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13967 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13968 GL_AlphaTest(false);
13970 // add to stats if desired
13971 if (r_speeds.integer && !skysurfaces && !depthonly)
13973 r_refdef.stats.world_surfaces += numsurfacelist;
13974 for (j = 0;j < numsurfacelist;j++)
13975 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13978 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13981 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13983 int i, j, endj, flagsmask;
13984 dp_model_t *model = ent->model;
13985 msurface_t *surfaces;
13986 unsigned char *update;
13987 int numsurfacelist = 0;
13991 if (r_maxsurfacelist < model->num_surfaces)
13993 r_maxsurfacelist = model->num_surfaces;
13995 Mem_Free((msurface_t **)r_surfacelist);
13996 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13999 // if the model is static it doesn't matter what value we give for
14000 // wantnormals and wanttangents, so this logic uses only rules applicable
14001 // to a model, knowing that they are meaningless otherwise
14002 if (ent == r_refdef.scene.worldentity)
14003 RSurf_ActiveWorldEntity();
14004 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14005 RSurf_ActiveModelEntity(ent, false, false, false);
14007 RSurf_ActiveModelEntity(ent, true, true, true);
14008 else if (depthonly)
14010 switch (vid.renderpath)
14012 case RENDERPATH_GL20:
14013 case RENDERPATH_CGGL:
14014 case RENDERPATH_D3D9:
14015 case RENDERPATH_D3D10:
14016 case RENDERPATH_D3D11:
14017 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14019 case RENDERPATH_GL13:
14020 case RENDERPATH_GL11:
14021 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14027 switch (vid.renderpath)
14029 case RENDERPATH_GL20:
14030 case RENDERPATH_CGGL:
14031 case RENDERPATH_D3D9:
14032 case RENDERPATH_D3D10:
14033 case RENDERPATH_D3D11:
14034 RSurf_ActiveModelEntity(ent, true, true, false);
14036 case RENDERPATH_GL13:
14037 case RENDERPATH_GL11:
14038 RSurf_ActiveModelEntity(ent, true, false, false);
14043 surfaces = model->data_surfaces;
14044 update = model->brushq1.lightmapupdateflags;
14046 // update light styles
14047 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14049 model_brush_lightstyleinfo_t *style;
14050 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14052 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14054 int *list = style->surfacelist;
14055 style->value = r_refdef.scene.lightstylevalue[style->style];
14056 for (j = 0;j < style->numsurfaces;j++)
14057 update[list[j]] = true;
14062 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14066 R_DrawDebugModel();
14067 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14071 rsurface.lightmaptexture = NULL;
14072 rsurface.deluxemaptexture = NULL;
14073 rsurface.uselightmaptexture = false;
14074 rsurface.texture = NULL;
14075 rsurface.rtlight = NULL;
14076 numsurfacelist = 0;
14077 // add visible surfaces to draw list
14078 for (i = 0;i < model->nummodelsurfaces;i++)
14079 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14080 // don't do anything if there were no surfaces
14081 if (!numsurfacelist)
14083 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14086 // update lightmaps if needed
14090 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14095 R_BuildLightMap(ent, surfaces + j);
14100 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14102 R_BuildLightMap(ent, surfaces + j);
14103 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14104 GL_AlphaTest(false);
14106 // add to stats if desired
14107 if (r_speeds.integer && !skysurfaces && !depthonly)
14109 r_refdef.stats.entities_surfaces += numsurfacelist;
14110 for (j = 0;j < numsurfacelist;j++)
14111 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14114 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14117 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14119 static texture_t texture;
14120 static msurface_t surface;
14121 const msurface_t *surfacelist = &surface;
14123 // fake enough texture and surface state to render this geometry
14125 texture.update_lastrenderframe = -1; // regenerate this texture
14126 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14127 texture.currentskinframe = skinframe;
14128 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14129 texture.offsetmapping = OFFSETMAPPING_OFF;
14130 texture.offsetscale = 1;
14131 texture.specularscalemod = 1;
14132 texture.specularpowermod = 1;
14134 surface.texture = &texture;
14135 surface.num_triangles = numtriangles;
14136 surface.num_firsttriangle = firsttriangle;
14137 surface.num_vertices = numvertices;
14138 surface.num_firstvertex = firstvertex;
14141 rsurface.texture = R_GetCurrentTexture(surface.texture);
14142 rsurface.lightmaptexture = NULL;
14143 rsurface.deluxemaptexture = NULL;
14144 rsurface.uselightmaptexture = false;
14145 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14148 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)
14150 static msurface_t surface;
14151 const msurface_t *surfacelist = &surface;
14153 // fake enough texture and surface state to render this geometry
14155 surface.texture = texture;
14156 surface.num_triangles = numtriangles;
14157 surface.num_firsttriangle = firsttriangle;
14158 surface.num_vertices = numvertices;
14159 surface.num_firstvertex = firstvertex;
14162 rsurface.texture = R_GetCurrentTexture(surface.texture);
14163 rsurface.lightmaptexture = NULL;
14164 rsurface.deluxemaptexture = NULL;
14165 rsurface.uselightmaptexture = false;
14166 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);