2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 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"};
98 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"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 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"};
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
114 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)"};
115 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"};
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
127 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)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 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)"};
133 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)"};
134 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)"};
135 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)"};
137 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)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 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"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 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)"};
161 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"};
163 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"};
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 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"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 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)"};
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
178 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)"};
180 extern cvar_t v_glslgamma;
182 extern qboolean v_flipped_state;
184 static struct r_bloomstate_s
189 int bloomwidth, bloomheight;
191 int screentexturewidth, screentextureheight;
192 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
194 int bloomtexturewidth, bloomtextureheight;
195 rtexture_t *texture_bloom;
197 // arrays for rendering the screen passes
198 float screentexcoord2f[8];
199 float bloomtexcoord2f[8];
200 float offsettexcoord2f[8];
202 r_viewport_t viewport;
206 r_waterstate_t r_waterstate;
208 /// shadow volume bsp struct with automatically growing nodes buffer
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
239 typedef struct r_qwskincache_s
241 char name[MAX_QPATH];
242 skinframe_t *skinframe;
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
261 for (i = 0;i < verts;i++)
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
275 for (i = 0;i < verts;i++)
285 // FIXME: move this to client?
288 if (gamemode == GAME_NEHAHRA)
290 Cvar_Set("gl_fogenable", "0");
291 Cvar_Set("gl_fogdensity", "0.2");
292 Cvar_Set("gl_fogred", "0.3");
293 Cvar_Set("gl_foggreen", "0.3");
294 Cvar_Set("gl_fogblue", "0.3");
296 r_refdef.fog_density = 0;
297 r_refdef.fog_red = 0;
298 r_refdef.fog_green = 0;
299 r_refdef.fog_blue = 0;
300 r_refdef.fog_alpha = 1;
301 r_refdef.fog_start = 0;
302 r_refdef.fog_end = 16384;
303 r_refdef.fog_height = 1<<30;
304 r_refdef.fog_fadedepth = 128;
307 static void R_BuildBlankTextures(void)
309 unsigned char data[4];
310 data[2] = 128; // normal X
311 data[1] = 128; // normal Y
312 data[0] = 255; // normal Z
313 data[3] = 128; // height
314 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
332 static void R_BuildNoTexture(void)
335 unsigned char pix[16][16][4];
336 // this makes a light grey/dark grey checkerboard texture
337 for (y = 0;y < 16;y++)
339 for (x = 0;x < 16;x++)
341 if ((y < 8) ^ (x < 8))
357 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
360 static void R_BuildWhiteCube(void)
362 unsigned char data[6*1*1*4];
363 memset(data, 255, sizeof(data));
364 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildNormalizationCube(void)
371 vec_t s, t, intensity;
374 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375 for (side = 0;side < 6;side++)
377 for (y = 0;y < NORMSIZE;y++)
379 for (x = 0;x < NORMSIZE;x++)
381 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
417 intensity = 127.0f / sqrt(DotProduct(v, v));
418 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421 data[((side*64+y)*64+x)*4+3] = 255;
425 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
429 static void R_BuildFogTexture(void)
433 unsigned char data1[FOGWIDTH][4];
434 //unsigned char data2[FOGWIDTH][4];
437 r_refdef.fogmasktable_start = r_refdef.fog_start;
438 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439 r_refdef.fogmasktable_range = r_refdef.fogrange;
440 r_refdef.fogmasktable_density = r_refdef.fog_density;
442 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
445 d = (x * r - r_refdef.fogmasktable_start);
446 if(developer_extra.integer)
447 Con_DPrintf("%f ", d);
449 if (r_fog_exp2.integer)
450 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
452 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453 if(developer_extra.integer)
454 Con_DPrintf(" : %f ", alpha);
455 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456 if(developer_extra.integer)
457 Con_DPrintf(" = %f\n", alpha);
458 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
461 for (x = 0;x < FOGWIDTH;x++)
463 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
468 //data2[x][0] = 255 - b;
469 //data2[x][1] = 255 - b;
470 //data2[x][2] = 255 - b;
473 if (r_texture_fogattenuation)
475 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
480 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
481 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
485 //=======================================================================================================================================================
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "# extension GL_EXT_gpu_shader4 : enable\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "# extension GL_ARB_texture_gather : enable\n"
513 "# ifdef GL_AMD_texture_texture4\n"
514 "# extension GL_AMD_texture_texture4 : enable\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
559 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
564 "#ifdef FRAGMENT_SHADER\n"
567 " gl_FragColor = gl_Color;\n"
570 "#else // !MODE_SHOWDEPTH\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
579 "#ifdef VERTEX_SHADER\n"
582 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
585 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
593 "uniform sampler2D Texture_Second;\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
613 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
615 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
617 "#ifdef USEVIEWTINT\n"
618 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// 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"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
629 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
632 "#ifdef USESATURATION\n"
633 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
639 "#ifdef USEGAMMARAMPS\n"
640 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
646 "#else // !MODE_POSTPROCESS\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
658 "#ifdef VERTEX_SHADER\n"
661 " gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 "#ifdef USESPECULAR\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
682 " gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USESPECULAR\n"
688 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 " gl_FragColor *= tex2;\n"
693 " gl_FragColor += tex2;\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
701 "#else // !MODE_GENERIC\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
711 " gl_FrontColor = gl_Color;\n"
712 " TexCoord = gl_MultiTexCoord0.xy;\n"
713 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
724 " vec2 tc = TexCoord;\n"
725 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 " tc += BloomBlur_Parameters.xy;\n"
727 " for (i = 1;i < SAMPLES;i++)\n"
729 " color += texture2D(Texture_First, tc).rgb;\n"
730 " tc += BloomBlur_Parameters.xy;\n"
732 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
744 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
765 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 " // FIXME temporary hack to detect the case that the reflection\n"
770 " // gets blackened at edges due to leaving the area that contains actual\n"
772 " // Remove this 'ack once we have a better way to stop this thing from\n"
774 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
782 "#else // !MODE_REFRACTION\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
797 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 " ModelViewProjectionPosition = gl_Position;\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
822 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 " // FIXME temporary hack to detect the case that the reflection\n"
828 " // gets blackened at edges due to leaving the area that contains actual\n"
830 " // Remove this 'ack once we have a better way to stop this thing from\n"
832 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
846 "#else // !MODE_WATER\n"
851 "// common definitions between vertex shader and fragment shader:\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
897 "uniform vec4 FogPlane;\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
907 "// 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"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
916 "uniform sampler2D Texture_Glow;\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
931 "uniform sampler2D Texture_FogMask;\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
962 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
968 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
970 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 " // 14 sample relief mapping: linear search and then binary search\n"
980 " // this basically steps forward a small amount repeatedly until it finds\n"
981 " // itself inside solid, then jitters forward and back using decreasing\n"
982 " // amounts to find the impact\n"
983 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 " vec3 RT = vec3(TexCoord, 1);\n"
987 " OffsetVector *= 0.1;\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1004 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 " // this basically moves forward the full distance, and then backs up based\n"
1006 " // on height of samples\n"
1007 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 " TexCoord += OffsetVector;\n"
1011 " OffsetVector *= 0.333;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " return TexCoord;\n"
1018 "#endif // USEOFFSETMAPPING\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1064 "# ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1067 " vec3 adir = abs(dir);\n"
1068 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 " vec3 adir = abs(dir);\n"
1076 " float ma = adir.z;\n"
1077 " vec4 proj = vec4(dir, 2.5);\n"
1078 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 " 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"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1090 " vec3 adir = abs(dir);\n"
1091 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1100 "# ifdef USESHADOWSAMPLER\n"
1102 "# ifdef USESHADOWMAPPCF\n"
1103 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 " 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"
1106 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# if USESHADOWMAPPCF > 1\n"
1113 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 " 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"
1116 " 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"
1117 " 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"
1118 " 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"
1119 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 " vec2 offset = fract(shadowmaptc.xy);\n"
1124 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1126 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1127 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1135 "# ifdef USESHADOWMAPORTHO\n"
1136 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1146 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "# ifdef USESHADOWMAPPCF\n"
1151 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1152 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 " 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"
1155 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "# ifdef USESHADOWMAPPCF\n"
1159 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "# ifdef GL_ARB_texture_gather\n"
1161 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1163 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1165 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1166 "# if USESHADOWMAPPCF > 1\n"
1167 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1168 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1169 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1170 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1171 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1172 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1173 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1174 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1175 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1176 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1177 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1178 " locols.yz += group2.ab;\n"
1179 " hicols.yz += group8.rg;\n"
1180 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1181 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1182 " mix(locols, hicols, offset.y);\n"
1183 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1184 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1185 " f = dot(cols, vec4(1.0/25.0));\n"
1187 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1188 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1189 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1190 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1191 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1192 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1196 "# ifdef GL_EXT_gpu_shader4\n"
1197 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1199 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1201 "# if USESHADOWMAPPCF > 1\n"
1202 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1203 " center *= ShadowMap_TextureScale;\n"
1204 " 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"
1205 " 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"
1206 " 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"
1207 " 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"
1208 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1209 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1211 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1212 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1213 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1214 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1215 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1216 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1220 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1223 "# ifdef USESHADOWMAPORTHO\n"
1224 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1231 "# ifdef USESHADOWMAPCUBE\n"
1232 "float ShadowMapCompare(vec3 dir)\n"
1234 " // apply depth texture cubemap as light filter\n"
1235 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1237 "# ifdef USESHADOWSAMPLER\n"
1238 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1240 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1245 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1246 "#endif // FRAGMENT_SHADER\n"
1251 "#ifdef MODE_DEFERREDGEOMETRY\n"
1252 "#ifdef VERTEX_SHADER\n"
1253 "uniform mat4 TexMatrix;\n"
1254 "#ifdef USEVERTEXTEXTUREBLEND\n"
1255 "uniform mat4 BackgroundTexMatrix;\n"
1257 "uniform mat4 ModelViewMatrix;\n"
1260 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1261 "#ifdef USEVERTEXTEXTUREBLEND\n"
1262 " gl_FrontColor = gl_Color;\n"
1263 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1266 " // transform unnormalized eye direction into tangent space\n"
1267 "#ifdef USEOFFSETMAPPING\n"
1268 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1269 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1270 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1271 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1274 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1275 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1276 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1277 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1279 "#endif // VERTEX_SHADER\n"
1281 "#ifdef FRAGMENT_SHADER\n"
1284 "#ifdef USEOFFSETMAPPING\n"
1285 " // apply offsetmapping\n"
1286 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1287 "#define TexCoord TexCoordOffset\n"
1290 "#ifdef USEALPHAKILL\n"
1291 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1297 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1298 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1299 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1302 "#ifdef USEVERTEXTEXTUREBLEND\n"
1303 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1304 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1306 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1307 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1310 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1312 "#endif // FRAGMENT_SHADER\n"
1313 "#else // !MODE_DEFERREDGEOMETRY\n"
1318 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 ModelViewMatrix;\n"
1323 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1324 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1326 "#endif // VERTEX_SHADER\n"
1328 "#ifdef FRAGMENT_SHADER\n"
1329 "uniform mat4 ViewToLight;\n"
1330 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1331 "uniform vec2 ScreenToDepth;\n"
1332 "uniform myhalf3 DeferredColor_Ambient;\n"
1333 "uniform myhalf3 DeferredColor_Diffuse;\n"
1334 "#ifdef USESPECULAR\n"
1335 "uniform myhalf3 DeferredColor_Specular;\n"
1336 "uniform myhalf SpecularPower;\n"
1338 "uniform myhalf2 PixelToScreenTexCoord;\n"
1341 " // calculate viewspace pixel position\n"
1342 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1344 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1345 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1346 " // decode viewspace pixel normal\n"
1347 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1348 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1349 " // surfacenormal = pixel normal in viewspace\n"
1350 " // LightVector = pixel to light in viewspace\n"
1351 " // CubeVector = position in lightspace\n"
1352 " // eyevector = pixel to view in viewspace\n"
1353 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1354 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1355 "#ifdef USEDIFFUSE\n"
1356 " // calculate diffuse shading\n"
1357 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1358 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1360 "#ifdef USESPECULAR\n"
1361 " // calculate directional shading\n"
1362 " vec3 eyevector = position * -1.0;\n"
1363 "# ifdef USEEXACTSPECULARMATH\n"
1364 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1366 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1367 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1371 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1372 " fade *= ShadowMapCompare(CubeVector);\n"
1375 "#ifdef USEDIFFUSE\n"
1376 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1378 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1380 "#ifdef USESPECULAR\n"
1381 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1383 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1386 "# ifdef USECUBEFILTER\n"
1387 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1388 " gl_FragData[0].rgb *= cubecolor;\n"
1389 " gl_FragData[1].rgb *= cubecolor;\n"
1392 "#endif // FRAGMENT_SHADER\n"
1393 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1398 "#ifdef VERTEX_SHADER\n"
1399 "uniform mat4 TexMatrix;\n"
1400 "#ifdef USEVERTEXTEXTUREBLEND\n"
1401 "uniform mat4 BackgroundTexMatrix;\n"
1403 "#ifdef MODE_LIGHTSOURCE\n"
1404 "uniform mat4 ModelToLight;\n"
1406 "#ifdef USESHADOWMAPORTHO\n"
1407 "uniform mat4 ShadowMapMatrix;\n"
1411 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1412 " gl_FrontColor = gl_Color;\n"
1414 " // copy the surface texcoord\n"
1415 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1419 "#ifdef USELIGHTMAP\n"
1420 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1423 "#ifdef MODE_LIGHTSOURCE\n"
1424 " // transform vertex position into light attenuation/cubemap space\n"
1425 " // (-1 to +1 across the light box)\n"
1426 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1428 "# ifdef USEDIFFUSE\n"
1429 " // transform unnormalized light direction into tangent space\n"
1430 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1431 " // normalize it per pixel)\n"
1432 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1433 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1434 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1435 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1439 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1440 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1441 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1442 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1445 " // transform unnormalized eye direction into tangent space\n"
1446 "#ifdef USEEYEVECTOR\n"
1447 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1448 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1449 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1450 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1454 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1455 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1458 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1459 " VectorS = gl_MultiTexCoord1.xyz;\n"
1460 " VectorT = gl_MultiTexCoord2.xyz;\n"
1461 " VectorR = gl_MultiTexCoord3.xyz;\n"
1464 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1465 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1467 "#ifdef USESHADOWMAPORTHO\n"
1468 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1471 "#ifdef USEREFLECTION\n"
1472 " ModelViewProjectionPosition = gl_Position;\n"
1475 "#endif // VERTEX_SHADER\n"
1480 "#ifdef FRAGMENT_SHADER\n"
1481 "#ifdef USEDEFERREDLIGHTMAP\n"
1482 "uniform myhalf2 PixelToScreenTexCoord;\n"
1483 "uniform myhalf3 DeferredMod_Diffuse;\n"
1484 "uniform myhalf3 DeferredMod_Specular;\n"
1486 "uniform myhalf3 Color_Ambient;\n"
1487 "uniform myhalf3 Color_Diffuse;\n"
1488 "uniform myhalf3 Color_Specular;\n"
1489 "uniform myhalf SpecularPower;\n"
1491 "uniform myhalf3 Color_Glow;\n"
1493 "uniform myhalf Alpha;\n"
1494 "#ifdef USEREFLECTION\n"
1495 "uniform vec4 DistortScaleRefractReflect;\n"
1496 "uniform vec4 ScreenScaleRefractReflect;\n"
1497 "uniform vec4 ScreenCenterRefractReflect;\n"
1498 "uniform myhalf4 ReflectColor;\n"
1500 "#ifdef USEREFLECTCUBE\n"
1501 "uniform mat4 ModelToReflectCube;\n"
1502 "uniform sampler2D Texture_ReflectMask;\n"
1503 "uniform samplerCube Texture_ReflectCube;\n"
1505 "#ifdef MODE_LIGHTDIRECTION\n"
1506 "uniform myhalf3 LightColor;\n"
1508 "#ifdef MODE_LIGHTSOURCE\n"
1509 "uniform myhalf3 LightColor;\n"
1513 "#ifdef USEOFFSETMAPPING\n"
1514 " // apply offsetmapping\n"
1515 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1516 "#define TexCoord TexCoordOffset\n"
1519 " // combine the diffuse textures (base, pants, shirt)\n"
1520 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1521 "#ifdef USEALPHAKILL\n"
1522 " if (color.a < 0.5)\n"
1525 " color.a *= Alpha;\n"
1526 "#ifdef USECOLORMAPPING\n"
1527 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1531 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1532 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1533 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1535 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1538 " // get the surface normal\n"
1539 "#ifdef USEVERTEXTEXTUREBLEND\n"
1540 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1542 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1545 " // get the material colors\n"
1546 " myhalf3 diffusetex = color.rgb;\n"
1547 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1548 "# ifdef USEVERTEXTEXTUREBLEND\n"
1549 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1551 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1555 "#ifdef USEREFLECTCUBE\n"
1556 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1557 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1558 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1559 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1565 "#ifdef MODE_LIGHTSOURCE\n"
1566 " // light source\n"
1567 "#ifdef USEDIFFUSE\n"
1568 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1569 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1570 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1571 "#ifdef USESPECULAR\n"
1572 "#ifdef USEEXACTSPECULARMATH\n"
1573 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1575 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1576 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1578 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1581 " color.rgb = diffusetex * Color_Ambient;\n"
1583 " color.rgb *= LightColor;\n"
1584 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1585 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1586 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1588 "# ifdef USECUBEFILTER\n"
1589 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1591 "#endif // MODE_LIGHTSOURCE\n"
1596 "#ifdef MODE_LIGHTDIRECTION\n"
1598 "#ifdef USEDIFFUSE\n"
1599 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1601 "#define lightcolor LightColor\n"
1602 "#endif // MODE_LIGHTDIRECTION\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1605 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1606 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1608 " // convert modelspace light vector to tangentspace\n"
1609 " myhalf3 lightnormal;\n"
1610 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1611 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1612 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1613 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1614 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1615 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1616 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1617 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1618 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1619 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1620 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1621 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1622 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1623 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1624 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1626 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1627 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1628 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1634 "#ifdef MODE_LIGHTMAP\n"
1635 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1636 "#endif // MODE_LIGHTMAP\n"
1637 "#ifdef MODE_VERTEXCOLOR\n"
1638 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1639 "#endif // MODE_VERTEXCOLOR\n"
1640 "#ifdef MODE_FLATCOLOR\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1642 "#endif // MODE_FLATCOLOR\n"
1648 "# ifdef USEDIFFUSE\n"
1649 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1650 "# ifdef USESPECULAR\n"
1651 "# ifdef USEEXACTSPECULARMATH\n"
1652 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1654 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1655 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1657 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1659 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1662 " color.rgb = diffusetex * Color_Ambient;\n"
1666 "#ifdef USESHADOWMAPORTHO\n"
1667 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1670 "#ifdef USEDEFERREDLIGHTMAP\n"
1671 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1672 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1673 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1677 "#ifdef USEVERTEXTEXTUREBLEND\n"
1678 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1680 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1685 "#ifdef MODE_LIGHTSOURCE\n"
1686 " color.rgb *= myhalf(FogVertex());\n"
1688 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1692 " // 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"
1693 "#ifdef USEREFLECTION\n"
1694 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1695 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1696 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1697 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1698 " // FIXME temporary hack to detect the case that the reflection\n"
1699 " // gets blackened at edges due to leaving the area that contains actual\n"
1701 " // Remove this 'ack once we have a better way to stop this thing from\n"
1703 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1704 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1705 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1706 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1707 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1708 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1711 " gl_FragColor = vec4(color);\n"
1713 "#endif // FRAGMENT_SHADER\n"
1715 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1716 "#endif // !MODE_DEFERREDGEOMETRY\n"
1717 "#endif // !MODE_WATER\n"
1718 "#endif // !MODE_REFRACTION\n"
1719 "#endif // !MODE_BLOOMBLUR\n"
1720 "#endif // !MODE_GENERIC\n"
1721 "#endif // !MODE_POSTPROCESS\n"
1722 "#endif // !MODE_SHOWDEPTH\n"
1723 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1727 =========================================================================================================================================================
1731 =========================================================================================================================================================
1735 =========================================================================================================================================================
1739 =========================================================================================================================================================
1743 =========================================================================================================================================================
1747 =========================================================================================================================================================
1751 =========================================================================================================================================================
1754 const char *builtincgshaderstring =
1755 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1756 "// written by Forest 'LordHavoc' Hale\n"
1757 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1759 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1762 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1763 "#define USELIGHTMAP\n"
1765 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1766 "#define USEEYEVECTOR\n"
1769 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1770 "#ifdef VERTEX_SHADER\n"
1773 "float4 gl_Vertex : POSITION,\n"
1774 "uniform float4x4 ModelViewProjectionMatrix,\n"
1775 "out float4 gl_Position : POSITION\n"
1778 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1781 "#else // !MODE_DEPTH_ORSHADOW\n"
1786 "#ifdef MODE_SHOWDEPTH\n"
1787 "#ifdef VERTEX_SHADER\n"
1790 "float4 gl_Vertex : POSITION,\n"
1791 "uniform float4x4 ModelViewProjectionMatrix,\n"
1792 "out float4 gl_Position : POSITION,\n"
1793 "out float4 gl_FrontColor : COLOR0\n"
1796 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1797 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1801 "#ifdef FRAGMENT_SHADER\n"
1804 "float4 gl_FrontColor : COLOR0,\n"
1805 "out float4 gl_FragColor : COLOR\n"
1808 " gl_FragColor = gl_FrontColor;\n"
1811 "#else // !MODE_SHOWDEPTH\n"
1816 "#ifdef MODE_POSTPROCESS\n"
1818 "#ifdef VERTEX_SHADER\n"
1821 "float4 gl_Vertex : POSITION,\n"
1822 "uniform float4x4 ModelViewProjectionMatrix,\n"
1823 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1824 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1825 "out float4 gl_Position : POSITION,\n"
1826 "out float2 TexCoord1 : TEXCOORD0,\n"
1827 "out float2 TexCoord2 : TEXCOORD1\n"
1830 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1831 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1833 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1838 "#ifdef FRAGMENT_SHADER\n"
1841 "float2 TexCoord1 : TEXCOORD0,\n"
1842 "float2 TexCoord2 : TEXCOORD1,\n"
1843 "uniform sampler2D Texture_First,\n"
1845 "uniform sampler2D Texture_Second,\n"
1847 "#ifdef USEGAMMARAMPS\n"
1848 "uniform sampler2D Texture_GammaRamps,\n"
1850 "#ifdef USESATURATION\n"
1851 "uniform float Saturation,\n"
1853 "#ifdef USEVIEWTINT\n"
1854 "uniform float4 ViewTintColor,\n"
1856 "uniform float4 UserVec1,\n"
1857 "uniform float4 UserVec2,\n"
1858 "uniform float4 UserVec3,\n"
1859 "uniform float4 UserVec4,\n"
1860 "uniform float ClientTime,\n"
1861 "uniform float2 PixelSize,\n"
1862 "out float4 gl_FragColor : COLOR\n"
1865 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1867 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1869 "#ifdef USEVIEWTINT\n"
1870 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1873 "#ifdef USEPOSTPROCESSING\n"
1874 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1875 "// 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"
1876 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1877 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1878 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1879 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1880 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1881 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1884 "#ifdef USESATURATION\n"
1885 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1886 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1887 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1888 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1891 "#ifdef USEGAMMARAMPS\n"
1892 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1893 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1894 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1898 "#else // !MODE_POSTPROCESS\n"
1903 "#ifdef MODE_GENERIC\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "float4 gl_Color : COLOR0,\n"
1910 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1911 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float4 gl_FrontColor : COLOR,\n"
1914 "out float2 TexCoord1 : TEXCOORD0,\n"
1915 "out float2 TexCoord2 : TEXCOORD1\n"
1918 " gl_FrontColor = gl_Color;\n"
1919 "#ifdef USEDIFFUSE\n"
1920 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1922 "#ifdef USESPECULAR\n"
1923 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1925 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1929 "#ifdef FRAGMENT_SHADER\n"
1933 "float4 gl_FrontColor : COLOR,\n"
1934 "float2 TexCoord1 : TEXCOORD0,\n"
1935 "float2 TexCoord2 : TEXCOORD1,\n"
1936 "#ifdef USEDIFFUSE\n"
1937 "uniform sampler2D Texture_First,\n"
1939 "#ifdef USESPECULAR\n"
1940 "uniform sampler2D Texture_Second,\n"
1942 "out float4 gl_FragColor : COLOR\n"
1945 " gl_FragColor = gl_FrontColor;\n"
1946 "#ifdef USEDIFFUSE\n"
1947 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1950 "#ifdef USESPECULAR\n"
1951 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1952 "# ifdef USECOLORMAPPING\n"
1953 " gl_FragColor *= tex2;\n"
1956 " gl_FragColor += tex2;\n"
1958 "# ifdef USEVERTEXTEXTUREBLEND\n"
1959 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1964 "#else // !MODE_GENERIC\n"
1969 "#ifdef MODE_BLOOMBLUR\n"
1970 "#ifdef VERTEX_SHADER\n"
1973 "float4 gl_Vertex : POSITION,\n"
1974 "uniform float4x4 ModelViewProjectionMatrix,\n"
1975 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1976 "out float4 gl_Position : POSITION,\n"
1977 "out float2 TexCoord : TEXCOORD0\n"
1980 " TexCoord = gl_MultiTexCoord0.xy;\n"
1981 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1985 "#ifdef FRAGMENT_SHADER\n"
1989 "float2 TexCoord : TEXCOORD0,\n"
1990 "uniform sampler2D Texture_First,\n"
1991 "uniform float4 BloomBlur_Parameters,\n"
1992 "out float4 gl_FragColor : COLOR\n"
1996 " float2 tc = TexCoord;\n"
1997 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1998 " tc += BloomBlur_Parameters.xy;\n"
1999 " for (i = 1;i < SAMPLES;i++)\n"
2001 " color += tex2D(Texture_First, tc).rgb;\n"
2002 " tc += BloomBlur_Parameters.xy;\n"
2004 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2007 "#else // !MODE_BLOOMBLUR\n"
2008 "#ifdef MODE_REFRACTION\n"
2009 "#ifdef VERTEX_SHADER\n"
2012 "float4 gl_Vertex : POSITION,\n"
2013 "uniform float4x4 ModelViewProjectionMatrix,\n"
2014 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2015 "uniform float4x4 TexMatrix,\n"
2016 "uniform float3 EyePosition,\n"
2017 "out float4 gl_Position : POSITION,\n"
2018 "out float2 TexCoord : TEXCOORD0,\n"
2019 "out float3 EyeVector : TEXCOORD1,\n"
2020 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2023 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2024 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2025 " ModelViewProjectionPosition = gl_Position;\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2032 "float2 TexCoord : TEXCOORD0,\n"
2033 "float3 EyeVector : TEXCOORD1,\n"
2034 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2035 "uniform sampler2D Texture_Normal,\n"
2036 "uniform sampler2D Texture_Refraction,\n"
2037 "uniform sampler2D Texture_Reflection,\n"
2038 "uniform float4 DistortScaleRefractReflect,\n"
2039 "uniform float4 ScreenScaleRefractReflect,\n"
2040 "uniform float4 ScreenCenterRefractReflect,\n"
2041 "uniform float4 RefractColor,\n"
2042 "out float4 gl_FragColor : COLOR\n"
2045 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2046 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2047 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2048 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2049 " // FIXME temporary hack to detect the case that the reflection\n"
2050 " // gets blackened at edges due to leaving the area that contains actual\n"
2052 " // Remove this 'ack once we have a better way to stop this thing from\n"
2054 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2055 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2056 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2057 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2058 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2059 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2062 "#else // !MODE_REFRACTION\n"
2067 "#ifdef MODE_WATER\n"
2068 "#ifdef VERTEX_SHADER\n"
2072 "float4 gl_Vertex : POSITION,\n"
2073 "uniform float4x4 ModelViewProjectionMatrix,\n"
2074 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2075 "uniform float4x4 TexMatrix,\n"
2076 "uniform float3 EyePosition,\n"
2077 "out float4 gl_Position : POSITION,\n"
2078 "out float2 TexCoord : TEXCOORD0,\n"
2079 "out float3 EyeVector : TEXCOORD1,\n"
2080 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2083 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2084 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2085 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2086 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2087 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2088 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2089 " ModelViewProjectionPosition = gl_Position;\n"
2093 "#ifdef FRAGMENT_SHADER\n"
2096 "float2 TexCoord : TEXCOORD0,\n"
2097 "float3 EyeVector : TEXCOORD1,\n"
2098 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2099 "uniform sampler2D Texture_Normal,\n"
2100 "uniform sampler2D Texture_Refraction,\n"
2101 "uniform sampler2D Texture_Reflection,\n"
2102 "uniform float4 DistortScaleRefractReflect,\n"
2103 "uniform float4 ScreenScaleRefractReflect,\n"
2104 "uniform float4 ScreenCenterRefractReflect,\n"
2105 "uniform float4 RefractColor,\n"
2106 "uniform float4 ReflectColor,\n"
2107 "uniform float ReflectFactor,\n"
2108 "uniform float ReflectOffset,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2112 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2113 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2114 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2115 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2116 " // FIXME temporary hack to detect the case that the reflection\n"
2117 " // gets blackened at edges due to leaving the area that contains actual\n"
2119 " // Remove this 'ack once we have a better way to stop this thing from\n"
2121 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2122 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2123 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2124 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2125 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2126 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2127 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2128 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2129 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2130 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2131 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2132 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2135 "#else // !MODE_WATER\n"
2140 "// 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"
2142 "// fragment shader specific:\n"
2143 "#ifdef FRAGMENT_SHADER\n"
2146 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2149 "#ifdef USEFOGOUTSIDE\n"
2150 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2152 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2154 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2158 "#ifdef USEOFFSETMAPPING\n"
2159 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2161 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2162 " // 14 sample relief mapping: linear search and then binary search\n"
2163 " // this basically steps forward a small amount repeatedly until it finds\n"
2164 " // itself inside solid, then jitters forward and back using decreasing\n"
2165 " // amounts to find the impact\n"
2166 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2167 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2168 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2169 " float3 RT = float3(TexCoord, 1);\n"
2170 " OffsetVector *= 0.1;\n"
2171 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2172 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2173 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2174 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2175 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2176 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2177 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2178 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2179 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2180 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2181 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2182 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2183 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2184 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2187 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2188 " // this basically moves forward the full distance, and then backs up based\n"
2189 " // on height of samples\n"
2190 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2191 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2192 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2193 " TexCoord += OffsetVector;\n"
2194 " OffsetVector *= 0.333;\n"
2195 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2196 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2197 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2198 " return TexCoord;\n"
2201 "#endif // USEOFFSETMAPPING\n"
2203 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2204 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2205 "# ifdef USESHADOWMAPORTHO\n"
2206 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2208 "# ifdef USESHADOWMAPVSDCT\n"
2209 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2211 " float3 adir = abs(dir);\n"
2212 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2213 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2214 " return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2217 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2219 " float3 adir = abs(dir);\n"
2220 " float ma = adir.z;\n"
2221 " float4 proj = float4(dir, 2.5);\n"
2222 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2223 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2224 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2225 " 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"
2229 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2231 "#ifdef USESHADOWMAPCUBE\n"
2232 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2234 " float3 adir = abs(dir);\n"
2235 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2239 "# ifdef USESHADOWMAPRECT\n"
2240 "#ifdef USESHADOWMAPVSDCT\n"
2241 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2243 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2246 "#ifdef USESHADOWMAPVSDCT\n"
2247 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2249 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2252 "# ifdef USESHADOWSAMPLER\n"
2254 "# ifdef USESHADOWMAPPCF\n"
2255 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2256 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2258 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# if USESHADOWMAPPCF > 1\n"
2265 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2266 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2267 " 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"
2268 " 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"
2269 " 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"
2270 " 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"
2271 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2272 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2275 " float2 offset = frac(shadowmaptc.xy);\n"
2276 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2277 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2278 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2279 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2280 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2283 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2287 "# ifdef USESHADOWMAPORTHO\n"
2288 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2295 "# ifdef USESHADOWMAP2D\n"
2296 "#ifdef USESHADOWMAPVSDCT\n"
2297 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2299 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2302 "#ifdef USESHADOWMAPVSDCT\n"
2303 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2305 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2309 "# ifdef USESHADOWSAMPLER\n"
2310 "# ifdef USESHADOWMAPPCF\n"
2311 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2312 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2313 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2315 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2318 "# ifdef USESHADOWMAPPCF\n"
2319 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2320 "# ifdef GL_ARB_texture_gather\n"
2321 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2323 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2325 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2326 "# if USESHADOWMAPPCF > 1\n"
2327 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2328 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2329 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2330 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2331 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2332 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2333 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2334 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2335 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2336 " float4 locols = float4(group1.ab, group3.ab);\n"
2337 " float4 hicols = float4(group7.rg, group9.rg);\n"
2338 " locols.yz += group2.ab;\n"
2339 " hicols.yz += group8.rg;\n"
2340 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2341 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2342 " lerp(locols, hicols, offset.y);\n"
2343 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2344 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2345 " f = dot(cols, float4(1.0/25.0));\n"
2347 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2348 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2349 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2350 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2351 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2352 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2353 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2356 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2357 "# if USESHADOWMAPPCF > 1\n"
2358 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2359 " center *= ShadowMap_TextureScale;\n"
2360 " 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"
2361 " 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"
2362 " 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"
2363 " 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"
2364 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2365 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2367 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2368 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2369 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2370 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2371 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2372 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2376 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2379 "# ifdef USESHADOWMAPORTHO\n"
2380 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2387 "# ifdef USESHADOWMAPCUBE\n"
2388 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2390 " // apply depth texture cubemap as light filter\n"
2391 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2393 "# ifdef USESHADOWSAMPLER\n"
2394 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2396 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2401 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2402 "#endif // FRAGMENT_SHADER\n"
2407 "#ifdef MODE_DEFERREDGEOMETRY\n"
2408 "#ifdef VERTEX_SHADER\n"
2411 "float4 gl_Vertex : POSITION,\n"
2412 "uniform float4x4 ModelViewProjectionMatrix,\n"
2413 "#ifdef USEVERTEXTEXTUREBLEND\n"
2414 "float4 gl_Color : COLOR0,\n"
2416 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2417 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2418 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2419 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2420 "uniform float4x4 TexMatrix,\n"
2421 "#ifdef USEVERTEXTEXTUREBLEND\n"
2422 "uniform float4x4 BackgroundTexMatrix,\n"
2424 "uniform float4x4 ModelViewMatrix,\n"
2425 "#ifdef USEOFFSETMAPPING\n"
2426 "uniform float3 EyePosition,\n"
2428 "out float4 gl_Position : POSITION,\n"
2429 "out float4 gl_FrontColor : COLOR,\n"
2430 "out float4 TexCoordBoth : TEXCOORD0,\n"
2431 "#ifdef USEOFFSETMAPPING\n"
2432 "out float3 EyeVector : TEXCOORD2,\n"
2434 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2435 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2436 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2439 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 " gl_FrontColor = gl_Color;\n"
2442 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2445 " // transform unnormalized eye direction into tangent space\n"
2446 "#ifdef USEOFFSETMAPPING\n"
2447 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2448 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2449 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2450 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2453 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2454 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2455 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2456 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2458 "#endif // VERTEX_SHADER\n"
2460 "#ifdef FRAGMENT_SHADER\n"
2463 "float4 TexCoordBoth : TEXCOORD0,\n"
2464 "float3 EyeVector : TEXCOORD2,\n"
2465 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2466 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2467 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2468 "uniform sampler2D Texture_Normal,\n"
2469 "#ifdef USEALPHAKILL\n"
2470 "uniform sampler2D Texture_Color,\n"
2472 "uniform sampler2D Texture_Gloss,\n"
2473 "#ifdef USEVERTEXTEXTUREBLEND\n"
2474 "uniform sampler2D Texture_SecondaryNormal,\n"
2475 "uniform sampler2D Texture_SecondaryGloss,\n"
2477 "#ifdef USEOFFSETMAPPING\n"
2478 "uniform float OffsetMapping_Scale,\n"
2480 "uniform half SpecularPower,\n"
2481 "out float4 gl_FragColor : COLOR\n"
2484 " float2 TexCoord = TexCoordBoth.xy;\n"
2485 "#ifdef USEOFFSETMAPPING\n"
2486 " // apply offsetmapping\n"
2487 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2488 "#define TexCoord TexCoordOffset\n"
2491 "#ifdef USEALPHAKILL\n"
2492 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2498 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2499 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2500 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2503 "#ifdef USEVERTEXTEXTUREBLEND\n"
2504 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2505 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2507 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2508 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2511 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2513 "#endif // FRAGMENT_SHADER\n"
2514 "#else // !MODE_DEFERREDGEOMETRY\n"
2519 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2520 "#ifdef VERTEX_SHADER\n"
2523 "float4 gl_Vertex : POSITION,\n"
2524 "uniform float4x4 ModelViewProjectionMatrix,\n"
2525 "uniform float4x4 ModelViewMatrix,\n"
2526 "out float4 gl_Position : POSITION,\n"
2527 "out float4 ModelViewPosition : TEXCOORD0\n"
2530 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2531 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2533 "#endif // VERTEX_SHADER\n"
2535 "#ifdef FRAGMENT_SHADER\n"
2538 "float2 Pixel : WPOS,\n"
2539 "float4 ModelViewPosition : TEXCOORD0,\n"
2540 "uniform float4x4 ViewToLight,\n"
2541 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2542 "uniform float3 LightPosition,\n"
2543 "uniform half2 PixelToScreenTexCoord,\n"
2544 "uniform half3 DeferredColor_Ambient,\n"
2545 "uniform half3 DeferredColor_Diffuse,\n"
2546 "#ifdef USESPECULAR\n"
2547 "uniform half3 DeferredColor_Specular,\n"
2548 "uniform half SpecularPower,\n"
2550 "uniform sampler2D Texture_Attenuation,\n"
2551 "uniform sampler2D Texture_ScreenDepth,\n"
2552 "uniform sampler2D Texture_ScreenNormalMap,\n"
2554 "#ifdef USESHADOWMAPRECT\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2558 "uniform samplerRECT Texture_ShadowMapRect,\n"
2562 "#ifdef USESHADOWMAP2D\n"
2563 "# ifdef USESHADOWSAMPLER\n"
2564 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2566 "uniform sampler2D Texture_ShadowMap2D,\n"
2570 "#ifdef USESHADOWMAPVSDCT\n"
2571 "uniform samplerCUBE Texture_CubeProjection,\n"
2574 "#ifdef USESHADOWMAPCUBE\n"
2575 "# ifdef USESHADOWSAMPLER\n"
2576 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2578 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2582 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2583 "uniform float2 ShadowMap_TextureScale,\n"
2584 "uniform float4 ShadowMap_Parameters,\n"
2587 "out float4 gl_FragData0 : COLOR0,\n"
2588 "out float4 gl_FragData1 : COLOR1\n"
2591 " // calculate viewspace pixel position\n"
2592 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2593 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2594 " float3 position;\n"
2595 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2596 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2597 " // decode viewspace pixel normal\n"
2598 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2599 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2600 " // surfacenormal = pixel normal in viewspace\n"
2601 " // LightVector = pixel to light in viewspace\n"
2602 " // CubeVector = position in lightspace\n"
2603 " // eyevector = pixel to view in viewspace\n"
2604 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2605 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2606 "#ifdef USEDIFFUSE\n"
2607 " // calculate diffuse shading\n"
2608 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2609 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2611 "#ifdef USESPECULAR\n"
2612 " // calculate directional shading\n"
2613 " float3 eyevector = position * -1.0;\n"
2614 "# ifdef USEEXACTSPECULARMATH\n"
2615 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2617 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2618 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2622 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2623 " fade *= ShadowMapCompare(CubeVector,\n"
2624 "# if defined(USESHADOWMAP2D)\n"
2625 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2627 "# if defined(USESHADOWMAPRECT)\n"
2628 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2630 "# if defined(USESHADOWMAPCUBE)\n"
2631 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2634 "#ifdef USESHADOWMAPVSDCT\n"
2635 ", Texture_CubeProjection\n"
2640 "#ifdef USEDIFFUSE\n"
2641 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2643 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2645 "#ifdef USESPECULAR\n"
2646 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2648 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2651 "# ifdef USECUBEFILTER\n"
2652 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2653 " gl_FragData0.rgb *= cubecolor;\n"
2654 " gl_FragData1.rgb *= cubecolor;\n"
2657 "#endif // FRAGMENT_SHADER\n"
2658 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2663 "#ifdef VERTEX_SHADER\n"
2666 "float4 gl_Vertex : POSITION,\n"
2667 "uniform float4x4 ModelViewProjectionMatrix,\n"
2668 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2669 "float4 gl_Color : COLOR0,\n"
2671 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2672 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2673 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2674 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2675 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2677 "uniform float3 EyePosition,\n"
2678 "uniform float4x4 TexMatrix,\n"
2679 "#ifdef USEVERTEXTEXTUREBLEND\n"
2680 "uniform float4x4 BackgroundTexMatrix,\n"
2682 "#ifdef MODE_LIGHTSOURCE\n"
2683 "uniform float4x4 ModelToLight,\n"
2685 "#ifdef MODE_LIGHTSOURCE\n"
2686 "uniform float3 LightPosition,\n"
2688 "#ifdef MODE_LIGHTDIRECTION\n"
2689 "uniform float3 LightDir,\n"
2691 "uniform float4 FogPlane,\n"
2692 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2693 "uniform float3 LightPosition,\n"
2695 "#ifdef USESHADOWMAPORTHO\n"
2696 "uniform float4x4 ShadowMapMatrix,\n"
2699 "out float4 gl_FrontColor : COLOR,\n"
2700 "out float4 TexCoordBoth : TEXCOORD0,\n"
2701 "#ifdef USELIGHTMAP\n"
2702 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2704 "#ifdef USEEYEVECTOR\n"
2705 "out float3 EyeVector : TEXCOORD2,\n"
2707 "#ifdef USEREFLECTION\n"
2708 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2711 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2713 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2714 "out float3 LightVector : TEXCOORD1,\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "out float3 CubeVector : TEXCOORD3,\n"
2719 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2720 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2721 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2722 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2724 "#ifdef USESHADOWMAPORTHO\n"
2725 "out float3 ShadowMapTC : TEXCOORD8,\n"
2727 "out float4 gl_Position : POSITION\n"
2730 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2731 " gl_FrontColor = gl_Color;\n"
2733 " // copy the surface texcoord\n"
2734 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2735 "#ifdef USEVERTEXTEXTUREBLEND\n"
2736 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2738 "#ifdef USELIGHTMAP\n"
2739 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 " // transform vertex position into light attenuation/cubemap space\n"
2744 " // (-1 to +1 across the light box)\n"
2745 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2747 "# ifdef USEDIFFUSE\n"
2748 " // transform unnormalized light direction into tangent space\n"
2749 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2750 " // normalize it per pixel)\n"
2751 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2752 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2753 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2754 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2758 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2759 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2760 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2761 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2764 " // transform unnormalized eye direction into tangent space\n"
2765 "#ifdef USEEYEVECTOR\n"
2766 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2767 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2768 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2769 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2773 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2774 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2777 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2778 " VectorS = gl_MultiTexCoord1.xyz;\n"
2779 " VectorT = gl_MultiTexCoord2.xyz;\n"
2780 " VectorR = gl_MultiTexCoord3.xyz;\n"
2783 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2784 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2790 "#ifdef USEREFLECTION\n"
2791 " ModelViewProjectionPosition = gl_Position;\n"
2794 "#endif // VERTEX_SHADER\n"
2799 "#ifdef FRAGMENT_SHADER\n"
2802 "#ifdef USEDEFERREDLIGHTMAP\n"
2803 "float2 Pixel : WPOS,\n"
2805 "float4 gl_FrontColor : COLOR,\n"
2806 "float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "float3 CubeVector : TEXCOORD3,\n"
2825 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2826 "float4 ModelViewPosition : TEXCOORD0,\n"
2828 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2829 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2830 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2831 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2833 "#ifdef USESHADOWMAPORTHO\n"
2834 "float3 ShadowMapTC : TEXCOORD8,\n"
2837 "uniform sampler2D Texture_Normal,\n"
2838 "uniform sampler2D Texture_Color,\n"
2839 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2840 "uniform sampler2D Texture_Gloss,\n"
2843 "uniform sampler2D Texture_Glow,\n"
2845 "#ifdef USEVERTEXTEXTUREBLEND\n"
2846 "uniform sampler2D Texture_SecondaryNormal,\n"
2847 "uniform sampler2D Texture_SecondaryColor,\n"
2848 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2849 "uniform sampler2D Texture_SecondaryGloss,\n"
2852 "uniform sampler2D Texture_SecondaryGlow,\n"
2855 "#ifdef USECOLORMAPPING\n"
2856 "uniform sampler2D Texture_Pants,\n"
2857 "uniform sampler2D Texture_Shirt,\n"
2860 "uniform sampler2D Texture_FogMask,\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "uniform sampler2D Texture_Lightmap,\n"
2865 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2866 "uniform sampler2D Texture_Deluxemap,\n"
2868 "#ifdef USEREFLECTION\n"
2869 "uniform sampler2D Texture_Reflection,\n"
2872 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2873 "uniform sampler2D Texture_ScreenDepth,\n"
2874 "uniform sampler2D Texture_ScreenNormalMap,\n"
2876 "#ifdef USEDEFERREDLIGHTMAP\n"
2877 "uniform sampler2D Texture_ScreenDiffuse,\n"
2878 "uniform sampler2D Texture_ScreenSpecular,\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform half3 Color_Pants,\n"
2883 "uniform half3 Color_Shirt,\n"
2886 "uniform float3 FogColor,\n"
2887 "uniform float FogRangeRecip,\n"
2888 "uniform float FogPlaneViewDist,\n"
2889 "uniform float FogHeightFade,\n"
2892 "#ifdef USEOFFSETMAPPING\n"
2893 "uniform float OffsetMapping_Scale,\n"
2896 "#ifdef USEDEFERREDLIGHTMAP\n"
2897 "uniform half2 PixelToScreenTexCoord,\n"
2898 "uniform half3 DeferredMod_Diffuse,\n"
2899 "uniform half3 DeferredMod_Specular,\n"
2901 "uniform half3 Color_Ambient,\n"
2902 "uniform half3 Color_Diffuse,\n"
2903 "uniform half3 Color_Specular,\n"
2904 "uniform half SpecularPower,\n"
2906 "uniform half3 Color_Glow,\n"
2908 "uniform half Alpha,\n"
2909 "#ifdef USEREFLECTION\n"
2910 "uniform float4 DistortScaleRefractReflect,\n"
2911 "uniform float4 ScreenScaleRefractReflect,\n"
2912 "uniform float4 ScreenCenterRefractReflect,\n"
2913 "uniform half4 ReflectColor,\n"
2915 "#ifdef USEREFLECTCUBE\n"
2916 "uniform float4x4 ModelToReflectCube,\n"
2917 "uniform sampler2D Texture_ReflectMask,\n"
2918 "uniform samplerCUBE Texture_ReflectCube,\n"
2920 "#ifdef MODE_LIGHTDIRECTION\n"
2921 "uniform half3 LightColor,\n"
2923 "#ifdef MODE_LIGHTSOURCE\n"
2924 "uniform half3 LightColor,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2928 "uniform sampler2D Texture_Attenuation,\n"
2929 "uniform samplerCUBE Texture_Cube,\n"
2932 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2934 "#ifdef USESHADOWMAPRECT\n"
2935 "# ifdef USESHADOWSAMPLER\n"
2936 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2938 "uniform samplerRECT Texture_ShadowMapRect,\n"
2942 "#ifdef USESHADOWMAP2D\n"
2943 "# ifdef USESHADOWSAMPLER\n"
2944 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2946 "uniform sampler2D Texture_ShadowMap2D,\n"
2950 "#ifdef USESHADOWMAPVSDCT\n"
2951 "uniform samplerCUBE Texture_CubeProjection,\n"
2954 "#ifdef USESHADOWMAPCUBE\n"
2955 "# ifdef USESHADOWSAMPLER\n"
2956 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2958 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2962 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2963 "uniform float2 ShadowMap_TextureScale,\n"
2964 "uniform float4 ShadowMap_Parameters,\n"
2966 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2968 "out float4 gl_FragColor : COLOR\n"
2971 " float2 TexCoord = TexCoordBoth.xy;\n"
2972 "#ifdef USEVERTEXTEXTUREBLEND\n"
2973 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2975 "#ifdef USEOFFSETMAPPING\n"
2976 " // apply offsetmapping\n"
2977 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2978 "#define TexCoord TexCoordOffset\n"
2981 " // combine the diffuse textures (base, pants, shirt)\n"
2982 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2983 "#ifdef USEALPHAKILL\n"
2984 " if (color.a < 0.5)\n"
2987 " color.a *= Alpha;\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2991 "#ifdef USEVERTEXTEXTUREBLEND\n"
2992 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2993 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2994 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2995 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2997 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3000 " // get the surface normal\n"
3001 "#ifdef USEVERTEXTEXTUREBLEND\n"
3002 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3004 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3007 " // get the material colors\n"
3008 " half3 diffusetex = color.rgb;\n"
3009 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3010 "# ifdef USEVERTEXTEXTUREBLEND\n"
3011 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3013 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3019 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3020 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3021 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3027 "#ifdef MODE_LIGHTSOURCE\n"
3028 " // light source\n"
3029 "#ifdef USEDIFFUSE\n"
3030 " half3 lightnormal = half3(normalize(LightVector));\n"
3031 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3032 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3033 "#ifdef USESPECULAR\n"
3034 "#ifdef USEEXACTSPECULARMATH\n"
3035 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3037 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3038 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3040 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3043 " color.rgb = diffusetex * Color_Ambient;\n"
3045 " color.rgb *= LightColor;\n"
3046 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3048 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3049 "# if defined(USESHADOWMAP2D)\n"
3050 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3052 "# if defined(USESHADOWMAPRECT)\n"
3053 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3055 "# if defined(USESHADOWMAPCUBE)\n"
3056 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 ", Texture_CubeProjection\n"
3065 "# ifdef USECUBEFILTER\n"
3066 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3068 "#endif // MODE_LIGHTSOURCE\n"
3073 "#ifdef MODE_LIGHTDIRECTION\n"
3075 "#ifdef USEDIFFUSE\n"
3076 " half3 lightnormal = half3(normalize(LightVector));\n"
3078 "#define lightcolor LightColor\n"
3079 "#endif // MODE_LIGHTDIRECTION\n"
3080 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3082 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3083 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3084 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3085 " // convert modelspace light vector to tangentspace\n"
3086 " half3 lightnormal;\n"
3087 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3088 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3089 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3090 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3091 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3092 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3093 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3094 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3095 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3096 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3097 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3098 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3099 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3100 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3101 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3103 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3104 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3105 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 "#ifdef MODE_LIGHTMAP\n"
3112 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3113 "#endif // MODE_LIGHTMAP\n"
3114 "#ifdef MODE_VERTEXCOLOR\n"
3115 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3116 "#endif // MODE_VERTEXCOLOR\n"
3117 "#ifdef MODE_FLATCOLOR\n"
3118 " color.rgb = diffusetex * Color_Ambient;\n"
3119 "#endif // MODE_FLATCOLOR\n"
3125 "# ifdef USEDIFFUSE\n"
3126 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3127 "# ifdef USESPECULAR\n"
3128 "# ifdef USEEXACTSPECULARMATH\n"
3129 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3131 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3132 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3134 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3136 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3139 " color.rgb = diffusetex * Color_Ambient;\n"
3143 "#ifdef USESHADOWMAPORTHO\n"
3144 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3145 "# if defined(USESHADOWMAP2D)\n"
3146 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3148 "# if defined(USESHADOWMAPRECT)\n"
3149 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3154 "#ifdef USEDEFERREDLIGHTMAP\n"
3155 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3156 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3157 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3161 "#ifdef USEVERTEXTEXTUREBLEND\n"
3162 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3164 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3169 "#ifdef MODE_LIGHTSOURCE\n"
3170 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3172 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3176 " // 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"
3177 "#ifdef USEREFLECTION\n"
3178 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3179 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3180 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3181 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3182 " // FIXME temporary hack to detect the case that the reflection\n"
3183 " // gets blackened at edges due to leaving the area that contains actual\n"
3185 " // Remove this 'ack once we have a better way to stop this thing from\n"
3187 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3188 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3189 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3190 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3191 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3192 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3195 " gl_FragColor = float4(color);\n"
3197 "#endif // FRAGMENT_SHADER\n"
3199 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3200 "#endif // !MODE_DEFERREDGEOMETRY\n"
3201 "#endif // !MODE_WATER\n"
3202 "#endif // !MODE_REFRACTION\n"
3203 "#endif // !MODE_BLOOMBLUR\n"
3204 "#endif // !MODE_GENERIC\n"
3205 "#endif // !MODE_POSTPROCESS\n"
3206 "#endif // !MODE_SHOWDEPTH\n"
3207 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3210 char *glslshaderstring = NULL;
3211 char *cgshaderstring = NULL;
3213 //=======================================================================================================================================================
3215 typedef struct shaderpermutationinfo_s
3217 const char *pretext;
3220 shaderpermutationinfo_t;
3222 typedef struct shadermodeinfo_s
3224 const char *vertexfilename;
3225 const char *geometryfilename;
3226 const char *fragmentfilename;
3227 const char *pretext;
3232 typedef enum shaderpermutation_e
3234 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3235 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3236 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3237 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3238 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3239 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3240 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3241 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3242 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3243 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3244 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3245 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3246 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3247 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3248 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3249 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3250 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3251 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3252 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3253 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3254 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3255 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3256 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3257 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3258 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3259 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3260 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3261 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3262 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3263 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3265 shaderpermutation_t;
3267 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3268 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3270 {"#define USEDIFFUSE\n", " diffuse"},
3271 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3272 {"#define USEVIEWTINT\n", " viewtint"},
3273 {"#define USECOLORMAPPING\n", " colormapping"},
3274 {"#define USESATURATION\n", " saturation"},
3275 {"#define USEFOGINSIDE\n", " foginside"},
3276 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3277 {"#define USEGAMMARAMPS\n", " gammaramps"},
3278 {"#define USECUBEFILTER\n", " cubefilter"},
3279 {"#define USEGLOW\n", " glow"},
3280 {"#define USEBLOOM\n", " bloom"},
3281 {"#define USESPECULAR\n", " specular"},
3282 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3283 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3284 {"#define USEREFLECTION\n", " reflection"},
3285 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3286 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3287 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3288 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3289 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3290 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3291 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3292 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3293 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3294 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3295 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3296 {"#define USEALPHAKILL\n", " alphakill"},
3297 {"#define USEREFLECTCUBE\n", " reflectcube"},
3300 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3301 typedef enum shadermode_e
3303 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3304 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3305 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3306 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3307 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3308 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3309 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3310 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3311 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3312 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3313 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3314 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3315 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3316 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3317 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3322 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3323 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3325 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3326 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3327 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3328 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3329 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3330 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3331 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3332 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3333 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3334 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3335 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3336 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3337 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3338 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3339 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3343 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3345 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3346 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3347 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3348 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3349 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3350 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3351 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3352 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3353 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3354 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3355 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3356 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3357 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3358 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3359 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3363 struct r_glsl_permutation_s;
3364 typedef struct r_glsl_permutation_s
3366 /// hash lookup data
3367 struct r_glsl_permutation_s *hashnext;
3369 unsigned int permutation;
3371 /// indicates if we have tried compiling this permutation already
3373 /// 0 if compilation failed
3375 /// locations of detected uniforms in program object, or -1 if not found
3376 int loc_Texture_First;
3377 int loc_Texture_Second;
3378 int loc_Texture_GammaRamps;
3379 int loc_Texture_Normal;
3380 int loc_Texture_Color;
3381 int loc_Texture_Gloss;
3382 int loc_Texture_Glow;
3383 int loc_Texture_SecondaryNormal;
3384 int loc_Texture_SecondaryColor;
3385 int loc_Texture_SecondaryGloss;
3386 int loc_Texture_SecondaryGlow;
3387 int loc_Texture_Pants;
3388 int loc_Texture_Shirt;
3389 int loc_Texture_FogMask;
3390 int loc_Texture_Lightmap;
3391 int loc_Texture_Deluxemap;
3392 int loc_Texture_Attenuation;
3393 int loc_Texture_Cube;
3394 int loc_Texture_Refraction;
3395 int loc_Texture_Reflection;
3396 int loc_Texture_ShadowMapRect;
3397 int loc_Texture_ShadowMapCube;
3398 int loc_Texture_ShadowMap2D;
3399 int loc_Texture_CubeProjection;
3400 int loc_Texture_ScreenDepth;
3401 int loc_Texture_ScreenNormalMap;
3402 int loc_Texture_ScreenDiffuse;
3403 int loc_Texture_ScreenSpecular;
3404 int loc_Texture_ReflectMask;
3405 int loc_Texture_ReflectCube;
3407 int loc_BloomBlur_Parameters;
3409 int loc_Color_Ambient;
3410 int loc_Color_Diffuse;
3411 int loc_Color_Specular;
3413 int loc_Color_Pants;
3414 int loc_Color_Shirt;
3415 int loc_DeferredColor_Ambient;
3416 int loc_DeferredColor_Diffuse;
3417 int loc_DeferredColor_Specular;
3418 int loc_DeferredMod_Diffuse;
3419 int loc_DeferredMod_Specular;
3420 int loc_DistortScaleRefractReflect;
3421 int loc_EyePosition;
3423 int loc_FogHeightFade;
3425 int loc_FogPlaneViewDist;
3426 int loc_FogRangeRecip;
3429 int loc_LightPosition;
3430 int loc_OffsetMapping_Scale;
3432 int loc_ReflectColor;
3433 int loc_ReflectFactor;
3434 int loc_ReflectOffset;
3435 int loc_RefractColor;
3437 int loc_ScreenCenterRefractReflect;
3438 int loc_ScreenScaleRefractReflect;
3439 int loc_ScreenToDepth;
3440 int loc_ShadowMap_Parameters;
3441 int loc_ShadowMap_TextureScale;
3442 int loc_SpecularPower;
3447 int loc_ViewTintColor;
3448 int loc_ViewToLight;
3449 int loc_ModelToLight;
3451 int loc_BackgroundTexMatrix;
3452 int loc_ModelViewProjectionMatrix;
3453 int loc_ModelViewMatrix;
3454 int loc_PixelToScreenTexCoord;
3455 int loc_ModelToReflectCube;
3456 int loc_ShadowMapMatrix;
3458 r_glsl_permutation_t;
3460 #define SHADERPERMUTATION_HASHSIZE 256
3462 /// information about each possible shader permutation
3463 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3464 /// currently selected permutation
3465 r_glsl_permutation_t *r_glsl_permutation;
3466 /// storage for permutations linked in the hash table
3467 memexpandablearray_t r_glsl_permutationarray;
3469 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3471 //unsigned int hashdepth = 0;
3472 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3473 r_glsl_permutation_t *p;
3474 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3476 if (p->mode == mode && p->permutation == permutation)
3478 //if (hashdepth > 10)
3479 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3484 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3486 p->permutation = permutation;
3487 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3488 r_glsl_permutationhash[mode][hashindex] = p;
3489 //if (hashdepth > 10)
3490 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3494 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3497 if (!filename || !filename[0])
3499 if (!strcmp(filename, "glsl/default.glsl"))
3501 if (!glslshaderstring)
3503 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3504 if (glslshaderstring)
3505 Con_DPrintf("Loading shaders from file %s...\n", filename);
3507 glslshaderstring = (char *)builtinshaderstring;
3509 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3510 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3511 return shaderstring;
3513 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3516 if (printfromdisknotice)
3517 Con_DPrintf("from disk %s... ", filename);
3518 return shaderstring;
3520 return shaderstring;
3523 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3526 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3527 int vertstrings_count = 0;
3528 int geomstrings_count = 0;
3529 int fragstrings_count = 0;
3530 char *vertexstring, *geometrystring, *fragmentstring;
3531 const char *vertstrings_list[32+3];
3532 const char *geomstrings_list[32+3];
3533 const char *fragstrings_list[32+3];
3534 char permutationname[256];
3541 permutationname[0] = 0;
3542 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3543 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3544 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3546 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3548 // the first pretext is which type of shader to compile as
3549 // (later these will all be bound together as a program object)
3550 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3551 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3552 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3554 // the second pretext is the mode (for example a light source)
3555 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3556 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3557 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3558 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3560 // now add all the permutation pretexts
3561 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3563 if (permutation & (1<<i))
3565 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3566 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3567 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3568 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3572 // keep line numbers correct
3573 vertstrings_list[vertstrings_count++] = "\n";
3574 geomstrings_list[geomstrings_count++] = "\n";
3575 fragstrings_list[fragstrings_count++] = "\n";
3579 // now append the shader text itself
3580 vertstrings_list[vertstrings_count++] = vertexstring;
3581 geomstrings_list[geomstrings_count++] = geometrystring;
3582 fragstrings_list[fragstrings_count++] = fragmentstring;
3584 // if any sources were NULL, clear the respective list
3586 vertstrings_count = 0;
3587 if (!geometrystring)
3588 geomstrings_count = 0;
3589 if (!fragmentstring)
3590 fragstrings_count = 0;
3592 // compile the shader program
3593 if (vertstrings_count + geomstrings_count + fragstrings_count)
3594 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3598 qglUseProgramObjectARB(p->program);CHECKGLERROR
3599 // look up all the uniform variable names we care about, so we don't
3600 // have to look them up every time we set them
3602 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3603 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3604 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3605 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3606 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3607 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3608 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3609 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3610 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3611 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3612 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3613 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3614 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3615 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3616 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3617 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3618 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3619 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3620 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3621 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3622 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3623 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3624 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3625 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3626 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3627 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3628 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3629 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3630 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3631 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3632 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3633 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3634 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3635 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3636 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3637 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3638 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3639 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3640 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3641 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3642 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3643 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3644 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3645 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3646 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3647 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3648 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3649 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3650 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3651 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3652 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3653 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3654 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3655 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3656 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3657 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3658 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3659 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3660 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3661 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3662 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3663 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3664 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3665 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3666 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3667 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3668 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3669 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3670 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3671 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3672 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3673 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3674 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3675 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3676 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3677 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3678 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3679 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3680 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3681 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3682 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3683 // initialize the samplers to refer to the texture units we use
3684 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3685 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3686 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3687 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3688 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3689 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3690 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3691 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3692 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3693 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3694 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3695 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3696 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3697 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3698 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3699 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3700 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3701 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3702 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3703 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3704 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3705 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3706 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3707 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3708 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3709 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3710 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3711 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3712 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3713 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3715 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3718 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3722 Mem_Free(vertexstring);
3724 Mem_Free(geometrystring);
3726 Mem_Free(fragmentstring);
3729 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3731 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3732 if (r_glsl_permutation != perm)
3734 r_glsl_permutation = perm;
3735 if (!r_glsl_permutation->program)
3737 if (!r_glsl_permutation->compiled)
3738 R_GLSL_CompilePermutation(perm, mode, permutation);
3739 if (!r_glsl_permutation->program)
3741 // remove features until we find a valid permutation
3743 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3745 // reduce i more quickly whenever it would not remove any bits
3746 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3747 if (!(permutation & j))
3750 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3751 if (!r_glsl_permutation->compiled)
3752 R_GLSL_CompilePermutation(perm, mode, permutation);
3753 if (r_glsl_permutation->program)
3756 if (i >= SHADERPERMUTATION_COUNT)
3758 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3759 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3760 qglUseProgramObjectARB(0);CHECKGLERROR
3761 return; // no bit left to clear, entire mode is broken
3766 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3768 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3769 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3770 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3774 #include <Cg/cgGL.h>
3775 struct r_cg_permutation_s;
3776 typedef struct r_cg_permutation_s
3778 /// hash lookup data
3779 struct r_cg_permutation_s *hashnext;
3781 unsigned int permutation;
3783 /// indicates if we have tried compiling this permutation already
3785 /// 0 if compilation failed
3788 /// locations of detected parameters in programs, or NULL if not found
3789 CGparameter vp_EyePosition;
3790 CGparameter vp_FogPlane;
3791 CGparameter vp_LightDir;
3792 CGparameter vp_LightPosition;
3793 CGparameter vp_ModelToLight;
3794 CGparameter vp_TexMatrix;
3795 CGparameter vp_BackgroundTexMatrix;
3796 CGparameter vp_ModelViewProjectionMatrix;
3797 CGparameter vp_ModelViewMatrix;
3798 CGparameter vp_ShadowMapMatrix;
3800 CGparameter fp_Texture_First;
3801 CGparameter fp_Texture_Second;
3802 CGparameter fp_Texture_GammaRamps;
3803 CGparameter fp_Texture_Normal;
3804 CGparameter fp_Texture_Color;
3805 CGparameter fp_Texture_Gloss;
3806 CGparameter fp_Texture_Glow;
3807 CGparameter fp_Texture_SecondaryNormal;
3808 CGparameter fp_Texture_SecondaryColor;
3809 CGparameter fp_Texture_SecondaryGloss;
3810 CGparameter fp_Texture_SecondaryGlow;
3811 CGparameter fp_Texture_Pants;
3812 CGparameter fp_Texture_Shirt;
3813 CGparameter fp_Texture_FogMask;
3814 CGparameter fp_Texture_Lightmap;
3815 CGparameter fp_Texture_Deluxemap;
3816 CGparameter fp_Texture_Attenuation;
3817 CGparameter fp_Texture_Cube;
3818 CGparameter fp_Texture_Refraction;
3819 CGparameter fp_Texture_Reflection;
3820 CGparameter fp_Texture_ShadowMapRect;
3821 CGparameter fp_Texture_ShadowMapCube;
3822 CGparameter fp_Texture_ShadowMap2D;
3823 CGparameter fp_Texture_CubeProjection;
3824 CGparameter fp_Texture_ScreenDepth;
3825 CGparameter fp_Texture_ScreenNormalMap;
3826 CGparameter fp_Texture_ScreenDiffuse;
3827 CGparameter fp_Texture_ScreenSpecular;
3828 CGparameter fp_Texture_ReflectMask;
3829 CGparameter fp_Texture_ReflectCube;
3830 CGparameter fp_Alpha;
3831 CGparameter fp_BloomBlur_Parameters;
3832 CGparameter fp_ClientTime;
3833 CGparameter fp_Color_Ambient;
3834 CGparameter fp_Color_Diffuse;
3835 CGparameter fp_Color_Specular;
3836 CGparameter fp_Color_Glow;
3837 CGparameter fp_Color_Pants;
3838 CGparameter fp_Color_Shirt;
3839 CGparameter fp_DeferredColor_Ambient;
3840 CGparameter fp_DeferredColor_Diffuse;
3841 CGparameter fp_DeferredColor_Specular;
3842 CGparameter fp_DeferredMod_Diffuse;
3843 CGparameter fp_DeferredMod_Specular;
3844 CGparameter fp_DistortScaleRefractReflect;
3845 CGparameter fp_EyePosition;
3846 CGparameter fp_FogColor;
3847 CGparameter fp_FogHeightFade;
3848 CGparameter fp_FogPlane;
3849 CGparameter fp_FogPlaneViewDist;
3850 CGparameter fp_FogRangeRecip;
3851 CGparameter fp_LightColor;
3852 CGparameter fp_LightDir;
3853 CGparameter fp_LightPosition;
3854 CGparameter fp_OffsetMapping_Scale;
3855 CGparameter fp_PixelSize;
3856 CGparameter fp_ReflectColor;
3857 CGparameter fp_ReflectFactor;
3858 CGparameter fp_ReflectOffset;
3859 CGparameter fp_RefractColor;
3860 CGparameter fp_Saturation;
3861 CGparameter fp_ScreenCenterRefractReflect;
3862 CGparameter fp_ScreenScaleRefractReflect;
3863 CGparameter fp_ScreenToDepth;
3864 CGparameter fp_ShadowMap_Parameters;
3865 CGparameter fp_ShadowMap_TextureScale;
3866 CGparameter fp_SpecularPower;
3867 CGparameter fp_UserVec1;
3868 CGparameter fp_UserVec2;
3869 CGparameter fp_UserVec3;
3870 CGparameter fp_UserVec4;
3871 CGparameter fp_ViewTintColor;
3872 CGparameter fp_ViewToLight;
3873 CGparameter fp_PixelToScreenTexCoord;
3874 CGparameter fp_ModelToReflectCube;
3878 /// information about each possible shader permutation
3879 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3880 /// currently selected permutation
3881 r_cg_permutation_t *r_cg_permutation;
3882 /// storage for permutations linked in the hash table
3883 memexpandablearray_t r_cg_permutationarray;
3885 #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));}}
3887 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3889 //unsigned int hashdepth = 0;
3890 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3891 r_cg_permutation_t *p;
3892 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3894 if (p->mode == mode && p->permutation == permutation)
3896 //if (hashdepth > 10)
3897 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3902 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3904 p->permutation = permutation;
3905 p->hashnext = r_cg_permutationhash[mode][hashindex];
3906 r_cg_permutationhash[mode][hashindex] = p;
3907 //if (hashdepth > 10)
3908 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3912 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3915 if (!filename || !filename[0])
3917 if (!strcmp(filename, "cg/default.cg"))
3919 if (!cgshaderstring)
3921 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3923 Con_DPrintf("Loading shaders from file %s...\n", filename);
3925 cgshaderstring = (char *)builtincgshaderstring;
3927 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3928 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3929 return shaderstring;
3931 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3934 if (printfromdisknotice)
3935 Con_DPrintf("from disk %s... ", filename);
3936 return shaderstring;
3938 return shaderstring;
3941 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3943 // TODO: load or create .fp and .vp shader files
3946 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3949 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3950 int vertstrings_count = 0, vertstring_length = 0;
3951 int geomstrings_count = 0, geomstring_length = 0;
3952 int fragstrings_count = 0, fragstring_length = 0;
3954 char *vertexstring, *geometrystring, *fragmentstring;
3955 char *vertstring, *geomstring, *fragstring;
3956 const char *vertstrings_list[32+3];
3957 const char *geomstrings_list[32+3];
3958 const char *fragstrings_list[32+3];
3959 char permutationname[256];
3960 char cachename[256];
3961 CGprofile vertexProfile;
3962 CGprofile fragmentProfile;
3970 permutationname[0] = 0;
3972 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3973 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3974 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3976 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3977 strlcat(cachename, "cg/", sizeof(cachename));
3979 // the first pretext is which type of shader to compile as
3980 // (later these will all be bound together as a program object)
3981 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3982 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3983 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3985 // the second pretext is the mode (for example a light source)
3986 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3987 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3988 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3989 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3990 strlcat(cachename, modeinfo->name, sizeof(cachename));
3992 // now add all the permutation pretexts
3993 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3995 if (permutation & (1<<i))
3997 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3998 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3999 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4000 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4001 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4005 // keep line numbers correct
4006 vertstrings_list[vertstrings_count++] = "\n";
4007 geomstrings_list[geomstrings_count++] = "\n";
4008 fragstrings_list[fragstrings_count++] = "\n";
4012 // replace spaces in the cachename with _ characters
4013 for (i = 0;cachename[i];i++)
4014 if (cachename[i] == ' ')
4017 // now append the shader text itself
4018 vertstrings_list[vertstrings_count++] = vertexstring;
4019 geomstrings_list[geomstrings_count++] = geometrystring;
4020 fragstrings_list[fragstrings_count++] = fragmentstring;
4022 // if any sources were NULL, clear the respective list
4024 vertstrings_count = 0;
4025 if (!geometrystring)
4026 geomstrings_count = 0;
4027 if (!fragmentstring)
4028 fragstrings_count = 0;
4030 vertstring_length = 0;
4031 for (i = 0;i < vertstrings_count;i++)
4032 vertstring_length += strlen(vertstrings_list[i]);
4033 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4034 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4035 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4037 geomstring_length = 0;
4038 for (i = 0;i < geomstrings_count;i++)
4039 geomstring_length += strlen(geomstrings_list[i]);
4040 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4041 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4042 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4044 fragstring_length = 0;
4045 for (i = 0;i < fragstrings_count;i++)
4046 fragstring_length += strlen(fragstrings_list[i]);
4047 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4048 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4049 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4053 //vertexProfile = CG_PROFILE_ARBVP1;
4054 //fragmentProfile = CG_PROFILE_ARBFP1;
4055 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4056 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4057 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4058 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4059 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4062 // try to load the cached shader, or generate one
4063 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4065 // if caching failed, do a dynamic compile for now
4067 if (vertstring[0] && !p->vprogram)
4068 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4070 if (fragstring[0] && !p->fprogram)
4071 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4074 // look up all the uniform variable names we care about, so we don't
4075 // have to look them up every time we set them
4079 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4080 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4081 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4082 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4083 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4084 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4085 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4086 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4087 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4088 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4089 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4090 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4096 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4097 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4098 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4099 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4100 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4101 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4102 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4103 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4104 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4105 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4106 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4107 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4108 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4109 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4110 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4111 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4112 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4113 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4114 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4115 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4116 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4117 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4118 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4119 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4120 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4121 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4122 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4123 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4124 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4125 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4126 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4127 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4128 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4129 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4130 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4131 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4132 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4133 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4134 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4135 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4136 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4137 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4138 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4139 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4140 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4141 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4142 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4143 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4144 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4145 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4146 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4147 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4148 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4149 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4150 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4151 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4152 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4153 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4154 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4155 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4156 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4157 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4158 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4159 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4160 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4161 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4162 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4163 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4164 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4165 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4166 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4167 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4168 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4169 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4170 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4171 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4172 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4176 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4177 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4179 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4183 Mem_Free(vertstring);
4185 Mem_Free(geomstring);
4187 Mem_Free(fragstring);
4189 Mem_Free(vertexstring);
4191 Mem_Free(geometrystring);
4193 Mem_Free(fragmentstring);
4196 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4198 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4201 if (r_cg_permutation != perm)
4203 r_cg_permutation = perm;
4204 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4206 if (!r_cg_permutation->compiled)
4207 R_CG_CompilePermutation(perm, mode, permutation);
4208 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4210 // remove features until we find a valid permutation
4212 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4214 // reduce i more quickly whenever it would not remove any bits
4215 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4216 if (!(permutation & j))
4219 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4220 if (!r_cg_permutation->compiled)
4221 R_CG_CompilePermutation(perm, mode, permutation);
4222 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4225 if (i >= SHADERPERMUTATION_COUNT)
4227 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4228 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4229 return; // no bit left to clear, entire mode is broken
4235 if (r_cg_permutation->vprogram)
4237 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4238 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4239 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4243 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4244 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4246 if (r_cg_permutation->fprogram)
4248 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4249 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4250 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4254 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4255 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4259 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4260 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4261 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4264 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4266 cgGLSetTextureParameter(param, R_GetTexture(tex));
4267 cgGLEnableTextureParameter(param);
4271 void R_GLSL_Restart_f(void)
4273 unsigned int i, limit;
4274 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4275 Mem_Free(glslshaderstring);
4276 glslshaderstring = NULL;
4277 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4278 Mem_Free(cgshaderstring);
4279 cgshaderstring = NULL;
4280 switch(vid.renderpath)
4282 case RENDERPATH_GL20:
4284 r_glsl_permutation_t *p;
4285 r_glsl_permutation = NULL;
4286 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4287 for (i = 0;i < limit;i++)
4289 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4291 GL_Backend_FreeProgram(p->program);
4292 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4295 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4298 case RENDERPATH_CGGL:
4301 r_cg_permutation_t *p;
4302 r_cg_permutation = NULL;
4303 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4304 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4305 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4306 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4307 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4308 for (i = 0;i < limit;i++)
4310 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4313 cgDestroyProgram(p->vprogram);
4315 cgDestroyProgram(p->fprogram);
4316 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4319 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4323 case RENDERPATH_GL13:
4324 case RENDERPATH_GL11:
4329 void R_GLSL_DumpShader_f(void)
4334 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4337 FS_Print(file, "/* The engine may define the following macros:\n");
4338 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4339 for (i = 0;i < SHADERMODE_COUNT;i++)
4340 FS_Print(file, glslshadermodeinfo[i].pretext);
4341 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4342 FS_Print(file, shaderpermutationinfo[i].pretext);
4343 FS_Print(file, "*/\n");
4344 FS_Print(file, builtinshaderstring);
4346 Con_Printf("glsl/default.glsl written\n");
4349 Con_Printf("failed to write to glsl/default.glsl\n");
4352 file = FS_OpenRealFile("cg/default.cg", "w", false);
4355 FS_Print(file, "/* The engine may define the following macros:\n");
4356 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4357 for (i = 0;i < SHADERMODE_COUNT;i++)
4358 FS_Print(file, cgshadermodeinfo[i].pretext);
4359 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4360 FS_Print(file, shaderpermutationinfo[i].pretext);
4361 FS_Print(file, "*/\n");
4362 FS_Print(file, builtincgshaderstring);
4364 Con_Printf("cg/default.cg written\n");
4367 Con_Printf("failed to write to cg/default.cg\n");
4371 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4374 texturemode = GL_MODULATE;
4375 switch (vid.renderpath)
4377 case RENDERPATH_GL20:
4378 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))));
4379 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4380 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4382 case RENDERPATH_CGGL:
4385 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))));
4386 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4387 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4390 case RENDERPATH_GL13:
4391 R_Mesh_TexBind(0, first );
4392 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4393 R_Mesh_TexBind(1, second);
4395 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4397 case RENDERPATH_GL11:
4398 R_Mesh_TexBind(0, first );
4403 void R_SetupShader_DepthOrShadow(void)
4405 switch (vid.renderpath)
4407 case RENDERPATH_GL20:
4408 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4410 case RENDERPATH_CGGL:
4412 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4415 case RENDERPATH_GL13:
4416 R_Mesh_TexBind(0, 0);
4417 R_Mesh_TexBind(1, 0);
4419 case RENDERPATH_GL11:
4420 R_Mesh_TexBind(0, 0);
4425 void R_SetupShader_ShowDepth(void)
4427 switch (vid.renderpath)
4429 case RENDERPATH_GL20:
4430 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4432 case RENDERPATH_CGGL:
4434 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4437 case RENDERPATH_GL13:
4439 case RENDERPATH_GL11:
4444 extern qboolean r_shadow_usingdeferredprepass;
4445 extern cvar_t r_shadow_deferred_8bitrange;
4446 extern rtexture_t *r_shadow_attenuationgradienttexture;
4447 extern rtexture_t *r_shadow_attenuation2dtexture;
4448 extern rtexture_t *r_shadow_attenuation3dtexture;
4449 extern qboolean r_shadow_usingshadowmaprect;
4450 extern qboolean r_shadow_usingshadowmapcube;
4451 extern qboolean r_shadow_usingshadowmap2d;
4452 extern qboolean r_shadow_usingshadowmaportho;
4453 extern float r_shadow_shadowmap_texturescale[2];
4454 extern float r_shadow_shadowmap_parameters[4];
4455 extern qboolean r_shadow_shadowmapvsdct;
4456 extern qboolean r_shadow_shadowmapsampler;
4457 extern int r_shadow_shadowmappcf;
4458 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4459 extern rtexture_t *r_shadow_shadowmap2dtexture;
4460 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4461 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4462 extern matrix4x4_t r_shadow_shadowmapmatrix;
4463 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4464 extern int r_shadow_prepass_width;
4465 extern int r_shadow_prepass_height;
4466 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4467 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4468 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4469 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4470 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4472 // select a permutation of the lighting shader appropriate to this
4473 // combination of texture, entity, light source, and fogging, only use the
4474 // minimum features necessary to avoid wasting rendering time in the
4475 // fragment shader on features that are not being used
4476 unsigned int permutation = 0;
4477 unsigned int mode = 0;
4479 if (rsurfacepass == RSURFPASS_BACKGROUND)
4481 // distorted background
4482 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4483 mode = SHADERMODE_WATER;
4485 mode = SHADERMODE_REFRACTION;
4486 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4487 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4488 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4489 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4490 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4491 R_Mesh_ColorPointer(NULL, 0, 0);
4492 GL_AlphaTest(false);
4493 GL_BlendFunc(GL_ONE, GL_ZERO);
4495 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4497 if (r_glsl_offsetmapping.integer)
4499 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4500 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4501 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4502 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4503 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4505 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4506 if (r_glsl_offsetmapping_reliefmapping.integer)
4507 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4510 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4511 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4513 permutation |= SHADERPERMUTATION_ALPHAKILL;
4514 // normalmap (deferred prepass), may use alpha test on diffuse
4515 mode = SHADERMODE_DEFERREDGEOMETRY;
4516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4517 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4518 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4519 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4520 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4521 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4522 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4523 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4524 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4526 R_Mesh_ColorPointer(NULL, 0, 0);
4527 GL_AlphaTest(false);
4528 GL_BlendFunc(GL_ONE, GL_ZERO);
4530 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4532 if (r_glsl_offsetmapping.integer)
4534 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4535 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4536 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4537 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4538 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4540 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4541 if (r_glsl_offsetmapping_reliefmapping.integer)
4542 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4546 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4548 mode = SHADERMODE_LIGHTSOURCE;
4549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4550 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4551 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4552 permutation |= SHADERPERMUTATION_CUBEFILTER;
4553 if (diffusescale > 0)
4554 permutation |= SHADERPERMUTATION_DIFFUSE;
4555 if (specularscale > 0)
4557 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4558 if (r_shadow_glossexact.integer)
4559 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4561 if (r_refdef.fogenabled)
4562 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4563 if (rsurface.texture->colormapping)
4564 permutation |= SHADERPERMUTATION_COLORMAPPING;
4565 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4567 if (r_shadow_usingshadowmaprect)
4568 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4569 if (r_shadow_usingshadowmap2d)
4570 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4571 if (r_shadow_usingshadowmapcube)
4572 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4573 else if(r_shadow_shadowmapvsdct)
4574 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4576 if (r_shadow_shadowmapsampler)
4577 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4578 if (r_shadow_shadowmappcf > 1)
4579 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4580 else if (r_shadow_shadowmappcf)
4581 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4583 if (rsurface.texture->reflectmasktexture)
4584 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4585 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4586 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4588 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4589 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4590 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4594 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4595 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4596 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4598 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4599 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4600 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4602 R_Mesh_ColorPointer(NULL, 0, 0);
4603 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4604 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4608 if (r_glsl_offsetmapping.integer)
4610 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4611 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4612 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4613 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4614 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 if (r_glsl_offsetmapping_reliefmapping.integer)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4623 // unshaded geometry (fullbright or ambient model lighting)
4624 mode = SHADERMODE_FLATCOLOR;
4625 ambientscale = diffusescale = specularscale = 0;
4626 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4627 permutation |= SHADERPERMUTATION_GLOW;
4628 if (r_refdef.fogenabled)
4629 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4630 if (rsurface.texture->colormapping)
4631 permutation |= SHADERPERMUTATION_COLORMAPPING;
4632 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4634 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4635 if (r_shadow_usingshadowmaprect)
4636 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4637 if (r_shadow_usingshadowmap2d)
4638 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4640 if (r_shadow_shadowmapsampler)
4641 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4642 if (r_shadow_shadowmappcf > 1)
4643 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4644 else if (r_shadow_shadowmappcf)
4645 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4648 permutation |= SHADERPERMUTATION_REFLECTION;
4649 if (rsurface.texture->reflectmasktexture)
4650 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4651 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4652 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4655 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4660 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4661 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4665 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4666 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4668 R_Mesh_ColorPointer(NULL, 0, 0);
4669 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4670 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4674 if (r_glsl_offsetmapping.integer)
4676 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4677 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4678 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4679 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4680 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4682 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683 if (r_glsl_offsetmapping_reliefmapping.integer)
4684 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4688 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4689 // directional model lighting
4690 mode = SHADERMODE_LIGHTDIRECTION;
4691 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4692 permutation |= SHADERPERMUTATION_GLOW;
4693 permutation |= SHADERPERMUTATION_DIFFUSE;
4694 if (specularscale > 0)
4696 permutation |= SHADERPERMUTATION_SPECULAR;
4697 if (r_shadow_glossexact.integer)
4698 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4700 if (r_refdef.fogenabled)
4701 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4702 if (rsurface.texture->colormapping)
4703 permutation |= SHADERPERMUTATION_COLORMAPPING;
4704 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4706 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4707 if (r_shadow_usingshadowmaprect)
4708 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4709 if (r_shadow_usingshadowmap2d)
4710 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4712 if (r_shadow_shadowmapsampler)
4713 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4714 if (r_shadow_shadowmappcf > 1)
4715 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4716 else if (r_shadow_shadowmappcf)
4717 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4720 permutation |= SHADERPERMUTATION_REFLECTION;
4721 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4722 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4723 if (rsurface.texture->reflectmasktexture)
4724 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4725 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4726 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4728 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4729 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4730 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4734 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4735 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4736 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4738 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4739 R_Mesh_ColorPointer(NULL, 0, 0);
4740 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4741 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4743 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4745 if (r_glsl_offsetmapping.integer)
4747 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4749 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4750 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4751 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4753 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4754 if (r_glsl_offsetmapping_reliefmapping.integer)
4755 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4758 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4759 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4760 // ambient model lighting
4761 mode = SHADERMODE_LIGHTDIRECTION;
4762 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4763 permutation |= SHADERPERMUTATION_GLOW;
4764 if (r_refdef.fogenabled)
4765 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4766 if (rsurface.texture->colormapping)
4767 permutation |= SHADERPERMUTATION_COLORMAPPING;
4768 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4771 if (r_shadow_usingshadowmaprect)
4772 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4773 if (r_shadow_usingshadowmap2d)
4774 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776 if (r_shadow_shadowmapsampler)
4777 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4778 if (r_shadow_shadowmappcf > 1)
4779 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4780 else if (r_shadow_shadowmappcf)
4781 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4784 permutation |= SHADERPERMUTATION_REFLECTION;
4785 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4786 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4787 if (rsurface.texture->reflectmasktexture)
4788 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4789 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4790 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4792 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4793 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4794 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4798 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4799 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4800 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4802 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4803 R_Mesh_ColorPointer(NULL, 0, 0);
4804 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4805 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4809 if (r_glsl_offsetmapping.integer)
4811 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4812 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4813 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4814 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4815 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4817 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4818 if (r_glsl_offsetmapping_reliefmapping.integer)
4819 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4822 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4823 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4825 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4826 permutation |= SHADERPERMUTATION_GLOW;
4827 if (r_refdef.fogenabled)
4828 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4829 if (rsurface.texture->colormapping)
4830 permutation |= SHADERPERMUTATION_COLORMAPPING;
4831 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4833 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4834 if (r_shadow_usingshadowmaprect)
4835 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4836 if (r_shadow_usingshadowmap2d)
4837 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4839 if (r_shadow_shadowmapsampler)
4840 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4841 if (r_shadow_shadowmappcf > 1)
4842 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4843 else if (r_shadow_shadowmappcf)
4844 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4847 permutation |= SHADERPERMUTATION_REFLECTION;
4848 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4849 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4850 if (rsurface.texture->reflectmasktexture)
4851 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4852 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4854 // deluxemapping (light direction texture)
4855 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4856 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4858 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4859 permutation |= SHADERPERMUTATION_DIFFUSE;
4860 if (specularscale > 0)
4862 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4863 if (r_shadow_glossexact.integer)
4864 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4866 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4867 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4868 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4870 R_Mesh_ColorPointer(NULL, 0, 0);
4872 else if (r_glsl_deluxemapping.integer >= 2)
4874 // fake deluxemapping (uniform light direction in tangentspace)
4875 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4876 permutation |= SHADERPERMUTATION_DIFFUSE;
4877 if (specularscale > 0)
4879 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4880 if (r_shadow_glossexact.integer)
4881 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4883 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4884 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4885 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4887 R_Mesh_ColorPointer(NULL, 0, 0);
4889 else if (rsurface.uselightmaptexture)
4891 // ordinary lightmapping (q1bsp, q3bsp)
4892 mode = SHADERMODE_LIGHTMAP;
4893 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4894 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4895 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4897 R_Mesh_ColorPointer(NULL, 0, 0);
4901 // ordinary vertex coloring (q3bsp)
4902 mode = SHADERMODE_VERTEXCOLOR;
4903 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4904 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4906 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4909 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4915 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4919 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4920 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4922 switch(vid.renderpath)
4924 case RENDERPATH_GL20:
4925 R_SetupShader_SetPermutationGLSL(mode, permutation);
4926 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4927 if (mode == SHADERMODE_LIGHTSOURCE)
4929 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4930 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4931 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4932 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4933 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4934 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);
4936 // additive passes are only darkened by fog, not tinted
4937 if (r_glsl_permutation->loc_FogColor >= 0)
4938 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4939 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4943 if (mode == SHADERMODE_FLATCOLOR)
4945 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4947 else if (mode == SHADERMODE_LIGHTDIRECTION)
4949 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4950 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4951 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);
4952 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4953 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);
4954 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]);
4955 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]);
4959 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4960 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]);
4961 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);
4962 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4963 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);
4965 // additive passes are only darkened by fog, not tinted
4966 if (r_glsl_permutation->loc_FogColor >= 0)
4968 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4969 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4971 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4973 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);
4974 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]);
4975 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]);
4976 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4977 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4978 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4979 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4980 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4982 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4983 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4984 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4985 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]);
4986 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]);
4988 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4989 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4991 if (r_glsl_permutation->loc_Color_Pants >= 0)
4993 if (rsurface.texture->pantstexture)
4994 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4996 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5000 if (rsurface.texture->shirttexture)
5001 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5003 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5005 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]);
5006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5009 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5010 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]);
5011 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5013 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5014 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5015 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5016 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5017 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5018 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5019 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5020 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5021 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5022 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5023 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5024 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5025 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5026 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5027 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5028 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5029 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5030 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5031 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5032 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5033 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5034 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5035 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5036 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5037 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5038 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5040 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5041 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5042 if (rsurface.rtlight)
5044 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5045 if (r_shadow_usingshadowmapcube)
5046 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5047 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5052 case RENDERPATH_CGGL:
5054 R_SetupShader_SetPermutationCG(mode, permutation);
5055 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5056 if (mode == SHADERMODE_LIGHTSOURCE)
5058 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5059 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063 if (mode == SHADERMODE_LIGHTDIRECTION)
5065 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
5068 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5069 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5070 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5071 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5072 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
5075 if (mode == SHADERMODE_LIGHTSOURCE)
5077 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5078 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5079 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5080 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5081 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
5083 // additive passes are only darkened by fog, not tinted
5084 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5085 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5089 if (mode == SHADERMODE_FLATCOLOR)
5091 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5093 else if (mode == SHADERMODE_LIGHTDIRECTION)
5095 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5096 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5097 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
5098 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5099 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
5100 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
5101 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
5105 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5106 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
5107 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
5108 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5109 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
5111 // additive passes are only darkened by fog, not tinted
5112 if (r_cg_permutation->fp_FogColor)
5114 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5115 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5117 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5120 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
5121 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
5122 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
5123 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5124 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5125 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5126 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5127 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5129 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
5130 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
5131 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5132 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5133 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Color_Pants)
5136 if (rsurface.texture->pantstexture)
5137 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5139 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5142 if (r_cg_permutation->fp_Color_Shirt)
5144 if (rsurface.texture->shirttexture)
5145 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5147 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5150 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
5151 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5152 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5153 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5154 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5155 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
5156 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5158 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5159 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5160 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5167 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5168 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5169 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5172 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
5173 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5174 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5178 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5179 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5180 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5181 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5182 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5183 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5185 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5186 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5187 if (rsurface.rtlight)
5189 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5190 if (r_shadow_usingshadowmapcube)
5191 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5192 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5199 case RENDERPATH_GL13:
5200 case RENDERPATH_GL11:
5205 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5207 // select a permutation of the lighting shader appropriate to this
5208 // combination of texture, entity, light source, and fogging, only use the
5209 // minimum features necessary to avoid wasting rendering time in the
5210 // fragment shader on features that are not being used
5211 unsigned int permutation = 0;
5212 unsigned int mode = 0;
5213 const float *lightcolorbase = rtlight->currentcolor;
5214 float ambientscale = rtlight->ambientscale;
5215 float diffusescale = rtlight->diffusescale;
5216 float specularscale = rtlight->specularscale;
5217 // this is the location of the light in view space
5218 vec3_t viewlightorigin;
5219 // this transforms from view space (camera) to light space (cubemap)
5220 matrix4x4_t viewtolight;
5221 matrix4x4_t lighttoview;
5222 float viewtolight16f[16];
5223 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5225 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5226 if (rtlight->currentcubemap != r_texture_whitecube)
5227 permutation |= SHADERPERMUTATION_CUBEFILTER;
5228 if (diffusescale > 0)
5229 permutation |= SHADERPERMUTATION_DIFFUSE;
5230 if (specularscale > 0)
5232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5233 if (r_shadow_glossexact.integer)
5234 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5236 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5238 if (r_shadow_usingshadowmaprect)
5239 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5240 if (r_shadow_usingshadowmap2d)
5241 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5242 if (r_shadow_usingshadowmapcube)
5243 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5244 else if(r_shadow_shadowmapvsdct)
5245 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5247 if (r_shadow_shadowmapsampler)
5248 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5249 if (r_shadow_shadowmappcf > 1)
5250 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5251 else if (r_shadow_shadowmappcf)
5252 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5254 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5255 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5256 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5257 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5258 switch(vid.renderpath)
5260 case RENDERPATH_GL20:
5261 R_SetupShader_SetPermutationGLSL(mode, permutation);
5262 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5263 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5264 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);
5265 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);
5266 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);
5267 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]);
5268 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]);
5269 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));
5270 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]);
5271 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5273 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5274 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5275 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5276 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5277 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5278 if (r_shadow_usingshadowmapcube)
5279 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5280 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5281 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5283 case RENDERPATH_CGGL:
5285 R_SetupShader_SetPermutationCG(mode, permutation);
5286 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5287 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5288 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
5289 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
5290 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
5291 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
5292 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
5293 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
5294 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
5295 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5301 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5302 if (r_shadow_usingshadowmapcube)
5303 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5308 case RENDERPATH_GL13:
5309 case RENDERPATH_GL11:
5314 #define SKINFRAME_HASH 1024
5318 int loadsequence; // incremented each level change
5319 memexpandablearray_t array;
5320 skinframe_t *hash[SKINFRAME_HASH];
5323 r_skinframe_t r_skinframe;
5325 void R_SkinFrame_PrepareForPurge(void)
5327 r_skinframe.loadsequence++;
5328 // wrap it without hitting zero
5329 if (r_skinframe.loadsequence >= 200)
5330 r_skinframe.loadsequence = 1;
5333 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5337 // mark the skinframe as used for the purging code
5338 skinframe->loadsequence = r_skinframe.loadsequence;
5341 void R_SkinFrame_Purge(void)
5345 for (i = 0;i < SKINFRAME_HASH;i++)
5347 for (s = r_skinframe.hash[i];s;s = s->next)
5349 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5351 if (s->merged == s->base)
5353 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5354 R_PurgeTexture(s->stain );s->stain = NULL;
5355 R_PurgeTexture(s->merged);s->merged = NULL;
5356 R_PurgeTexture(s->base );s->base = NULL;
5357 R_PurgeTexture(s->pants );s->pants = NULL;
5358 R_PurgeTexture(s->shirt );s->shirt = NULL;
5359 R_PurgeTexture(s->nmap );s->nmap = NULL;
5360 R_PurgeTexture(s->gloss );s->gloss = NULL;
5361 R_PurgeTexture(s->glow );s->glow = NULL;
5362 R_PurgeTexture(s->fog );s->fog = NULL;
5363 R_PurgeTexture(s->reflect);s->reflect = NULL;
5364 s->loadsequence = 0;
5370 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5372 char basename[MAX_QPATH];
5374 Image_StripImageExtension(name, basename, sizeof(basename));
5376 if( last == NULL ) {
5378 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5379 item = r_skinframe.hash[hashindex];
5384 // linearly search through the hash bucket
5385 for( ; item ; item = item->next ) {
5386 if( !strcmp( item->basename, basename ) ) {
5393 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5397 char basename[MAX_QPATH];
5399 Image_StripImageExtension(name, basename, sizeof(basename));
5401 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5402 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5403 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5407 rtexture_t *dyntexture;
5408 // check whether its a dynamic texture
5409 dyntexture = CL_GetDynTexture( basename );
5410 if (!add && !dyntexture)
5412 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5413 memset(item, 0, sizeof(*item));
5414 strlcpy(item->basename, basename, sizeof(item->basename));
5415 item->base = dyntexture; // either NULL or dyntexture handle
5416 item->textureflags = textureflags;
5417 item->comparewidth = comparewidth;
5418 item->compareheight = compareheight;
5419 item->comparecrc = comparecrc;
5420 item->next = r_skinframe.hash[hashindex];
5421 r_skinframe.hash[hashindex] = item;
5423 else if( item->base == NULL )
5425 rtexture_t *dyntexture;
5426 // check whether its a dynamic texture
5427 // 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]
5428 dyntexture = CL_GetDynTexture( basename );
5429 item->base = dyntexture; // either NULL or dyntexture handle
5432 R_SkinFrame_MarkUsed(item);
5436 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5438 unsigned long long avgcolor[5], wsum; \
5446 for(pix = 0; pix < cnt; ++pix) \
5449 for(comp = 0; comp < 3; ++comp) \
5451 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5454 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5456 for(comp = 0; comp < 3; ++comp) \
5457 avgcolor[comp] += getpixel * w; \
5460 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5461 avgcolor[4] += getpixel; \
5463 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5465 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5466 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5467 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5468 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5471 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5474 unsigned char *pixels;
5475 unsigned char *bumppixels;
5476 unsigned char *basepixels = NULL;
5477 int basepixels_width = 0;
5478 int basepixels_height = 0;
5479 skinframe_t *skinframe;
5480 rtexture_t *ddsbase = NULL;
5481 qboolean ddshasalpha = false;
5482 float ddsavgcolor[4];
5483 char basename[MAX_QPATH];
5485 if (cls.state == ca_dedicated)
5488 // return an existing skinframe if already loaded
5489 // if loading of the first image fails, don't make a new skinframe as it
5490 // would cause all future lookups of this to be missing
5491 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5492 if (skinframe && skinframe->base)
5495 Image_StripImageExtension(name, basename, sizeof(basename));
5497 // check for DDS texture file first
5498 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5500 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5501 if (basepixels == NULL)
5505 if (developer_loading.integer)
5506 Con_Printf("loading skin \"%s\"\n", name);
5508 // we've got some pixels to store, so really allocate this new texture now
5510 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5511 skinframe->stain = NULL;
5512 skinframe->merged = NULL;
5513 skinframe->base = NULL;
5514 skinframe->pants = NULL;
5515 skinframe->shirt = NULL;
5516 skinframe->nmap = NULL;
5517 skinframe->gloss = NULL;
5518 skinframe->glow = NULL;
5519 skinframe->fog = NULL;
5520 skinframe->reflect = NULL;
5521 skinframe->hasalpha = false;
5525 skinframe->base = ddsbase;
5526 skinframe->hasalpha = ddshasalpha;
5527 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5528 if (r_loadfog && skinframe->hasalpha)
5529 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5530 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5534 basepixels_width = image_width;
5535 basepixels_height = image_height;
5536 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5541 if (basepixels[j] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 // has transparent pixels
5550 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5551 for (j = 0;j < image_width * image_height * 4;j += 4)
5556 pixels[j+3] = basepixels[j+3];
5558 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5562 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5563 //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]);
5564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5565 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5566 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5567 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5572 if (r_loadnormalmap)
5573 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5574 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5576 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5577 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5578 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5579 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5582 // _norm is the name used by tenebrae and has been adopted as standard
5583 if (r_loadnormalmap && skinframe->nmap == NULL)
5585 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5587 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5591 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5593 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5594 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5595 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5597 Mem_Free(bumppixels);
5599 else if (r_shadow_bumpscale_basetexture.value > 0)
5601 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5602 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5603 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5606 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5607 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5610 // _luma is supported only for tenebrae compatibility
5611 // _glow is the preferred name
5612 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5614 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5615 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5616 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5617 Mem_Free(pixels);pixels = NULL;
5620 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5622 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5623 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5624 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5629 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5631 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5632 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5633 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5638 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5640 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5641 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5642 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5647 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5649 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5650 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5651 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5657 Mem_Free(basepixels);
5662 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5663 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5666 unsigned char *temp1, *temp2;
5667 skinframe_t *skinframe;
5669 if (cls.state == ca_dedicated)
5672 // if already loaded just return it, otherwise make a new skinframe
5673 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5674 if (skinframe && skinframe->base)
5677 skinframe->stain = NULL;
5678 skinframe->merged = NULL;
5679 skinframe->base = NULL;
5680 skinframe->pants = NULL;
5681 skinframe->shirt = NULL;
5682 skinframe->nmap = NULL;
5683 skinframe->gloss = NULL;
5684 skinframe->glow = NULL;
5685 skinframe->fog = NULL;
5686 skinframe->reflect = NULL;
5687 skinframe->hasalpha = false;
5689 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5693 if (developer_loading.integer)
5694 Con_Printf("loading 32bit skin \"%s\"\n", name);
5696 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5698 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5699 temp2 = temp1 + width * height * 4;
5700 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5701 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5704 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5705 if (textureflags & TEXF_ALPHA)
5707 for (i = 3;i < width * height * 4;i += 4)
5709 if (skindata[i] < 255)
5711 skinframe->hasalpha = true;
5715 if (r_loadfog && skinframe->hasalpha)
5717 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5718 memcpy(fogpixels, skindata, width * height * 4);
5719 for (i = 0;i < width * height * 4;i += 4)
5720 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5721 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5722 Mem_Free(fogpixels);
5726 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5727 //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]);
5732 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5736 skinframe_t *skinframe;
5738 if (cls.state == ca_dedicated)
5741 // if already loaded just return it, otherwise make a new skinframe
5742 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5743 if (skinframe && skinframe->base)
5746 skinframe->stain = NULL;
5747 skinframe->merged = NULL;
5748 skinframe->base = NULL;
5749 skinframe->pants = NULL;
5750 skinframe->shirt = NULL;
5751 skinframe->nmap = NULL;
5752 skinframe->gloss = NULL;
5753 skinframe->glow = NULL;
5754 skinframe->fog = NULL;
5755 skinframe->reflect = NULL;
5756 skinframe->hasalpha = false;
5758 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5762 if (developer_loading.integer)
5763 Con_Printf("loading quake skin \"%s\"\n", name);
5765 // 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)
5766 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5767 memcpy(skinframe->qpixels, skindata, width*height);
5768 skinframe->qwidth = width;
5769 skinframe->qheight = height;
5772 for (i = 0;i < width * height;i++)
5773 featuresmask |= palette_featureflags[skindata[i]];
5775 skinframe->hasalpha = false;
5776 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5777 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5778 skinframe->qgeneratemerged = true;
5779 skinframe->qgeneratebase = skinframe->qhascolormapping;
5780 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5782 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5783 //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]);
5788 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5792 unsigned char *skindata;
5794 if (!skinframe->qpixels)
5797 if (!skinframe->qhascolormapping)
5798 colormapped = false;
5802 if (!skinframe->qgeneratebase)
5807 if (!skinframe->qgeneratemerged)
5811 width = skinframe->qwidth;
5812 height = skinframe->qheight;
5813 skindata = skinframe->qpixels;
5815 if (skinframe->qgeneratenmap)
5817 unsigned char *temp1, *temp2;
5818 skinframe->qgeneratenmap = false;
5819 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5820 temp2 = temp1 + width * height * 4;
5821 // use either a custom palette or the quake palette
5822 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5823 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5824 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5828 if (skinframe->qgenerateglow)
5830 skinframe->qgenerateglow = false;
5831 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5836 skinframe->qgeneratebase = false;
5837 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5838 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5839 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5843 skinframe->qgeneratemerged = false;
5844 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5847 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5849 Mem_Free(skinframe->qpixels);
5850 skinframe->qpixels = NULL;
5854 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)
5857 skinframe_t *skinframe;
5859 if (cls.state == ca_dedicated)
5862 // if already loaded just return it, otherwise make a new skinframe
5863 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5864 if (skinframe && skinframe->base)
5867 skinframe->stain = NULL;
5868 skinframe->merged = NULL;
5869 skinframe->base = NULL;
5870 skinframe->pants = NULL;
5871 skinframe->shirt = NULL;
5872 skinframe->nmap = NULL;
5873 skinframe->gloss = NULL;
5874 skinframe->glow = NULL;
5875 skinframe->fog = NULL;
5876 skinframe->reflect = NULL;
5877 skinframe->hasalpha = false;
5879 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5883 if (developer_loading.integer)
5884 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5886 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5887 if (textureflags & TEXF_ALPHA)
5889 for (i = 0;i < width * height;i++)
5891 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5893 skinframe->hasalpha = true;
5897 if (r_loadfog && skinframe->hasalpha)
5898 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5901 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5902 //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]);
5907 skinframe_t *R_SkinFrame_LoadMissing(void)
5909 skinframe_t *skinframe;
5911 if (cls.state == ca_dedicated)
5914 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5915 skinframe->stain = NULL;
5916 skinframe->merged = NULL;
5917 skinframe->base = NULL;
5918 skinframe->pants = NULL;
5919 skinframe->shirt = NULL;
5920 skinframe->nmap = NULL;
5921 skinframe->gloss = NULL;
5922 skinframe->glow = NULL;
5923 skinframe->fog = NULL;
5924 skinframe->reflect = NULL;
5925 skinframe->hasalpha = false;
5927 skinframe->avgcolor[0] = rand() / RAND_MAX;
5928 skinframe->avgcolor[1] = rand() / RAND_MAX;
5929 skinframe->avgcolor[2] = rand() / RAND_MAX;
5930 skinframe->avgcolor[3] = 1;
5935 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5936 typedef struct suffixinfo_s
5939 qboolean flipx, flipy, flipdiagonal;
5942 static suffixinfo_t suffix[3][6] =
5945 {"px", false, false, false},
5946 {"nx", false, false, false},
5947 {"py", false, false, false},
5948 {"ny", false, false, false},
5949 {"pz", false, false, false},
5950 {"nz", false, false, false}
5953 {"posx", false, false, false},
5954 {"negx", false, false, false},
5955 {"posy", false, false, false},
5956 {"negy", false, false, false},
5957 {"posz", false, false, false},
5958 {"negz", false, false, false}
5961 {"rt", true, false, true},
5962 {"lf", false, true, true},
5963 {"ft", true, true, false},
5964 {"bk", false, false, false},
5965 {"up", true, false, true},
5966 {"dn", true, false, true}
5970 static int componentorder[4] = {0, 1, 2, 3};
5972 rtexture_t *R_LoadCubemap(const char *basename)
5974 int i, j, cubemapsize;
5975 unsigned char *cubemappixels, *image_buffer;
5976 rtexture_t *cubemaptexture;
5978 // must start 0 so the first loadimagepixels has no requested width/height
5980 cubemappixels = NULL;
5981 cubemaptexture = NULL;
5982 // keep trying different suffix groups (posx, px, rt) until one loads
5983 for (j = 0;j < 3 && !cubemappixels;j++)
5985 // load the 6 images in the suffix group
5986 for (i = 0;i < 6;i++)
5988 // generate an image name based on the base and and suffix
5989 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5991 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5993 // an image loaded, make sure width and height are equal
5994 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5996 // if this is the first image to load successfully, allocate the cubemap memory
5997 if (!cubemappixels && image_width >= 1)
5999 cubemapsize = image_width;
6000 // note this clears to black, so unavailable sides are black
6001 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6003 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6005 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);
6008 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6010 Mem_Free(image_buffer);
6014 // if a cubemap loaded, upload it
6017 if (developer_loading.integer)
6018 Con_Printf("loading cubemap \"%s\"\n", basename);
6020 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6021 Mem_Free(cubemappixels);
6025 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6026 if (developer_loading.integer)
6028 Con_Printf("(tried tried images ");
6029 for (j = 0;j < 3;j++)
6030 for (i = 0;i < 6;i++)
6031 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6032 Con_Print(" and was unable to find any of them).\n");
6035 return cubemaptexture;
6038 rtexture_t *R_GetCubemap(const char *basename)
6041 for (i = 0;i < r_texture_numcubemaps;i++)
6042 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6043 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6044 if (i >= MAX_CUBEMAPS)
6045 return r_texture_whitecube;
6046 r_texture_numcubemaps++;
6047 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6048 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6049 return r_texture_cubemaps[i].texture;
6052 void R_FreeCubemaps(void)
6055 for (i = 0;i < r_texture_numcubemaps;i++)
6057 if (developer_loading.integer)
6058 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6059 if (r_texture_cubemaps[i].texture)
6060 R_FreeTexture(r_texture_cubemaps[i].texture);
6062 r_texture_numcubemaps = 0;
6065 void R_Main_FreeViewCache(void)
6067 if (r_refdef.viewcache.entityvisible)
6068 Mem_Free(r_refdef.viewcache.entityvisible);
6069 if (r_refdef.viewcache.world_pvsbits)
6070 Mem_Free(r_refdef.viewcache.world_pvsbits);
6071 if (r_refdef.viewcache.world_leafvisible)
6072 Mem_Free(r_refdef.viewcache.world_leafvisible);
6073 if (r_refdef.viewcache.world_surfacevisible)
6074 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6075 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6078 void R_Main_ResizeViewCache(void)
6080 int numentities = r_refdef.scene.numentities;
6081 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6082 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6083 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6084 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6085 if (r_refdef.viewcache.maxentities < numentities)
6087 r_refdef.viewcache.maxentities = numentities;
6088 if (r_refdef.viewcache.entityvisible)
6089 Mem_Free(r_refdef.viewcache.entityvisible);
6090 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6092 if (r_refdef.viewcache.world_numclusters != numclusters)
6094 r_refdef.viewcache.world_numclusters = numclusters;
6095 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6096 if (r_refdef.viewcache.world_pvsbits)
6097 Mem_Free(r_refdef.viewcache.world_pvsbits);
6098 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6100 if (r_refdef.viewcache.world_numleafs != numleafs)
6102 r_refdef.viewcache.world_numleafs = numleafs;
6103 if (r_refdef.viewcache.world_leafvisible)
6104 Mem_Free(r_refdef.viewcache.world_leafvisible);
6105 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6107 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6109 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6110 if (r_refdef.viewcache.world_surfacevisible)
6111 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6112 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6116 extern rtexture_t *loadingscreentexture;
6117 void gl_main_start(void)
6119 loadingscreentexture = NULL;
6120 r_texture_blanknormalmap = NULL;
6121 r_texture_white = NULL;
6122 r_texture_grey128 = NULL;
6123 r_texture_black = NULL;
6124 r_texture_whitecube = NULL;
6125 r_texture_normalizationcube = NULL;
6126 r_texture_fogattenuation = NULL;
6127 r_texture_gammaramps = NULL;
6128 r_texture_numcubemaps = 0;
6130 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6131 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6133 switch(vid.renderpath)
6135 case RENDERPATH_GL20:
6136 case RENDERPATH_CGGL:
6137 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138 Cvar_SetValueQuick(&gl_combine, 1);
6139 Cvar_SetValueQuick(&r_glsl, 1);
6140 r_loadnormalmap = true;
6144 case RENDERPATH_GL13:
6145 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6146 Cvar_SetValueQuick(&gl_combine, 1);
6147 Cvar_SetValueQuick(&r_glsl, 0);
6148 r_loadnormalmap = false;
6149 r_loadgloss = false;
6152 case RENDERPATH_GL11:
6153 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6154 Cvar_SetValueQuick(&gl_combine, 0);
6155 Cvar_SetValueQuick(&r_glsl, 0);
6156 r_loadnormalmap = false;
6157 r_loadgloss = false;
6163 R_FrameData_Reset();
6167 memset(r_queries, 0, sizeof(r_queries));
6169 r_qwskincache = NULL;
6170 r_qwskincache_size = 0;
6172 // set up r_skinframe loading system for textures
6173 memset(&r_skinframe, 0, sizeof(r_skinframe));
6174 r_skinframe.loadsequence = 1;
6175 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6177 r_main_texturepool = R_AllocTexturePool();
6178 R_BuildBlankTextures();
6180 if (vid.support.arb_texture_cube_map)
6183 R_BuildNormalizationCube();
6185 r_texture_fogattenuation = NULL;
6186 r_texture_gammaramps = NULL;
6187 //r_texture_fogintensity = NULL;
6188 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6189 memset(&r_waterstate, 0, sizeof(r_waterstate));
6190 r_glsl_permutation = NULL;
6191 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6192 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6193 glslshaderstring = NULL;
6195 r_cg_permutation = NULL;
6196 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6197 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6198 cgshaderstring = NULL;
6200 memset(&r_svbsp, 0, sizeof (r_svbsp));
6202 r_refdef.fogmasktable_density = 0;
6205 void gl_main_shutdown(void)
6208 R_FrameData_Reset();
6210 R_Main_FreeViewCache();
6213 qglDeleteQueriesARB(r_maxqueries, r_queries);
6217 memset(r_queries, 0, sizeof(r_queries));
6219 r_qwskincache = NULL;
6220 r_qwskincache_size = 0;
6222 // clear out the r_skinframe state
6223 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6224 memset(&r_skinframe, 0, sizeof(r_skinframe));
6227 Mem_Free(r_svbsp.nodes);
6228 memset(&r_svbsp, 0, sizeof (r_svbsp));
6229 R_FreeTexturePool(&r_main_texturepool);
6230 loadingscreentexture = NULL;
6231 r_texture_blanknormalmap = NULL;
6232 r_texture_white = NULL;
6233 r_texture_grey128 = NULL;
6234 r_texture_black = NULL;
6235 r_texture_whitecube = NULL;
6236 r_texture_normalizationcube = NULL;
6237 r_texture_fogattenuation = NULL;
6238 r_texture_gammaramps = NULL;
6239 r_texture_numcubemaps = 0;
6240 //r_texture_fogintensity = NULL;
6241 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6242 memset(&r_waterstate, 0, sizeof(r_waterstate));
6243 r_glsl_permutation = NULL;
6244 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6245 glslshaderstring = NULL;
6247 r_cg_permutation = NULL;
6248 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6249 cgshaderstring = NULL;
6254 extern void CL_ParseEntityLump(char *entitystring);
6255 void gl_main_newmap(void)
6257 // FIXME: move this code to client
6259 char *entities, entname[MAX_QPATH];
6261 Mem_Free(r_qwskincache);
6262 r_qwskincache = NULL;
6263 r_qwskincache_size = 0;
6266 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6267 l = (int)strlen(entname) - 4;
6268 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6270 memcpy(entname + l, ".ent", 5);
6271 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6273 CL_ParseEntityLump(entities);
6278 if (cl.worldmodel->brush.entities)
6279 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6281 R_Main_FreeViewCache();
6283 R_FrameData_Reset();
6286 void GL_Main_Init(void)
6288 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6290 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6291 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6292 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6293 if (gamemode == GAME_NEHAHRA)
6295 Cvar_RegisterVariable (&gl_fogenable);
6296 Cvar_RegisterVariable (&gl_fogdensity);
6297 Cvar_RegisterVariable (&gl_fogred);
6298 Cvar_RegisterVariable (&gl_foggreen);
6299 Cvar_RegisterVariable (&gl_fogblue);
6300 Cvar_RegisterVariable (&gl_fogstart);
6301 Cvar_RegisterVariable (&gl_fogend);
6302 Cvar_RegisterVariable (&gl_skyclip);
6304 Cvar_RegisterVariable(&r_motionblur);
6305 Cvar_RegisterVariable(&r_motionblur_maxblur);
6306 Cvar_RegisterVariable(&r_motionblur_bmin);
6307 Cvar_RegisterVariable(&r_motionblur_vmin);
6308 Cvar_RegisterVariable(&r_motionblur_vmax);
6309 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6310 Cvar_RegisterVariable(&r_motionblur_randomize);
6311 Cvar_RegisterVariable(&r_damageblur);
6312 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6313 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6314 Cvar_RegisterVariable(&r_equalize_entities_by);
6315 Cvar_RegisterVariable(&r_equalize_entities_to);
6316 Cvar_RegisterVariable(&r_depthfirst);
6317 Cvar_RegisterVariable(&r_useinfinitefarclip);
6318 Cvar_RegisterVariable(&r_farclip_base);
6319 Cvar_RegisterVariable(&r_farclip_world);
6320 Cvar_RegisterVariable(&r_nearclip);
6321 Cvar_RegisterVariable(&r_showbboxes);
6322 Cvar_RegisterVariable(&r_showsurfaces);
6323 Cvar_RegisterVariable(&r_showtris);
6324 Cvar_RegisterVariable(&r_shownormals);
6325 Cvar_RegisterVariable(&r_showlighting);
6326 Cvar_RegisterVariable(&r_showshadowvolumes);
6327 Cvar_RegisterVariable(&r_showcollisionbrushes);
6328 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6329 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6330 Cvar_RegisterVariable(&r_showdisabledepthtest);
6331 Cvar_RegisterVariable(&r_drawportals);
6332 Cvar_RegisterVariable(&r_drawentities);
6333 Cvar_RegisterVariable(&r_cullentities_trace);
6334 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6335 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6336 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6337 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6338 Cvar_RegisterVariable(&r_drawviewmodel);
6339 Cvar_RegisterVariable(&r_speeds);
6340 Cvar_RegisterVariable(&r_fullbrights);
6341 Cvar_RegisterVariable(&r_wateralpha);
6342 Cvar_RegisterVariable(&r_dynamic);
6343 Cvar_RegisterVariable(&r_fullbright);
6344 Cvar_RegisterVariable(&r_shadows);
6345 Cvar_RegisterVariable(&r_shadows_darken);
6346 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6347 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6348 Cvar_RegisterVariable(&r_shadows_throwdistance);
6349 Cvar_RegisterVariable(&r_shadows_throwdirection);
6350 Cvar_RegisterVariable(&r_shadows_focus);
6351 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6352 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6353 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6354 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6355 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6356 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6357 Cvar_RegisterVariable(&r_fog_exp2);
6358 Cvar_RegisterVariable(&r_drawfog);
6359 Cvar_RegisterVariable(&r_transparentdepthmasking);
6360 Cvar_RegisterVariable(&r_texture_dds_load);
6361 Cvar_RegisterVariable(&r_texture_dds_save);
6362 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6363 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6364 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6365 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6366 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6367 Cvar_RegisterVariable(&r_textureunits);
6368 Cvar_RegisterVariable(&gl_combine);
6369 Cvar_RegisterVariable(&r_glsl);
6370 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6371 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6372 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6373 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6374 Cvar_RegisterVariable(&r_glsl_postprocess);
6375 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6376 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6377 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6379 Cvar_RegisterVariable(&r_water);
6380 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6381 Cvar_RegisterVariable(&r_water_clippingplanebias);
6382 Cvar_RegisterVariable(&r_water_refractdistort);
6383 Cvar_RegisterVariable(&r_water_reflectdistort);
6384 Cvar_RegisterVariable(&r_lerpsprites);
6385 Cvar_RegisterVariable(&r_lerpmodels);
6386 Cvar_RegisterVariable(&r_lerplightstyles);
6387 Cvar_RegisterVariable(&r_waterscroll);
6388 Cvar_RegisterVariable(&r_bloom);
6389 Cvar_RegisterVariable(&r_bloom_colorscale);
6390 Cvar_RegisterVariable(&r_bloom_brighten);
6391 Cvar_RegisterVariable(&r_bloom_blur);
6392 Cvar_RegisterVariable(&r_bloom_resolution);
6393 Cvar_RegisterVariable(&r_bloom_colorexponent);
6394 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6395 Cvar_RegisterVariable(&r_hdr);
6396 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6397 Cvar_RegisterVariable(&r_hdr_glowintensity);
6398 Cvar_RegisterVariable(&r_hdr_range);
6399 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6400 Cvar_RegisterVariable(&developer_texturelogging);
6401 Cvar_RegisterVariable(&gl_lightmaps);
6402 Cvar_RegisterVariable(&r_test);
6403 Cvar_RegisterVariable(&r_batchmode);
6404 Cvar_RegisterVariable(&r_glsl_saturation);
6405 Cvar_RegisterVariable(&r_framedatasize);
6406 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6407 Cvar_SetValue("r_fullbrights", 0);
6408 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6410 Cvar_RegisterVariable(&r_track_sprites);
6411 Cvar_RegisterVariable(&r_track_sprites_flags);
6412 Cvar_RegisterVariable(&r_track_sprites_scalew);
6413 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6414 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6415 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6418 extern void R_Textures_Init(void);
6419 extern void GL_Draw_Init(void);
6420 extern void GL_Main_Init(void);
6421 extern void R_Shadow_Init(void);
6422 extern void R_Sky_Init(void);
6423 extern void GL_Surf_Init(void);
6424 extern void R_Particles_Init(void);
6425 extern void R_Explosion_Init(void);
6426 extern void gl_backend_init(void);
6427 extern void Sbar_Init(void);
6428 extern void R_LightningBeams_Init(void);
6429 extern void Mod_RenderInit(void);
6430 extern void Font_Init(void);
6432 void Render_Init(void)
6445 R_LightningBeams_Init();
6454 extern char *ENGINE_EXTENSIONS;
6457 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6458 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6459 gl_version = (const char *)qglGetString(GL_VERSION);
6460 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6464 if (!gl_platformextensions)
6465 gl_platformextensions = "";
6467 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6468 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6469 Con_Printf("GL_VERSION: %s\n", gl_version);
6470 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6471 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6473 VID_CheckExtensions();
6475 // LordHavoc: report supported extensions
6476 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6478 // clear to black (loading plaque will be seen over this)
6480 qglClearColor(0,0,0,1);CHECKGLERROR
6481 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6484 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6488 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6490 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6493 p = r_refdef.view.frustum + i;
6498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6534 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6538 for (i = 0;i < numplanes;i++)
6545 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6549 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6553 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6557 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6561 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6565 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6569 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6573 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6581 //==================================================================================
6583 // LordHavoc: this stores temporary data used within the same frame
6585 qboolean r_framedata_failed;
6586 static size_t r_framedata_size;
6587 static size_t r_framedata_current;
6588 static void *r_framedata_base;
6590 void R_FrameData_Reset(void)
6592 if (r_framedata_base)
6593 Mem_Free(r_framedata_base);
6594 r_framedata_base = NULL;
6595 r_framedata_size = 0;
6596 r_framedata_current = 0;
6597 r_framedata_failed = false;
6600 void R_FrameData_NewFrame(void)
6603 if (r_framedata_failed)
6604 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6605 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6606 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6607 if (r_framedata_size != wantedsize)
6609 r_framedata_size = wantedsize;
6610 if (r_framedata_base)
6611 Mem_Free(r_framedata_base);
6612 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6614 r_framedata_current = 0;
6615 r_framedata_failed = false;
6618 void *R_FrameData_Alloc(size_t size)
6622 // align to 16 byte boundary
6623 size = (size + 15) & ~15;
6624 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6625 r_framedata_current += size;
6628 if (r_framedata_current > r_framedata_size)
6629 r_framedata_failed = true;
6631 // return NULL on everything after a failure
6632 if (r_framedata_failed)
6638 void *R_FrameData_Store(size_t size, void *data)
6640 void *d = R_FrameData_Alloc(size);
6642 memcpy(d, data, size);
6646 //==================================================================================
6648 // LordHavoc: animcache originally written by Echon, rewritten since then
6651 * Animation cache prevents re-generating mesh data for an animated model
6652 * multiple times in one frame for lighting, shadowing, reflections, etc.
6655 void R_AnimCache_Free(void)
6659 void R_AnimCache_ClearCache(void)
6662 entity_render_t *ent;
6664 for (i = 0;i < r_refdef.scene.numentities;i++)
6666 ent = r_refdef.scene.entities[i];
6667 ent->animcache_vertex3f = NULL;
6668 ent->animcache_normal3f = NULL;
6669 ent->animcache_svector3f = NULL;
6670 ent->animcache_tvector3f = NULL;
6674 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6676 dp_model_t *model = ent->model;
6678 // see if it's already cached this frame
6679 if (ent->animcache_vertex3f)
6681 // add normals/tangents if needed
6682 if (wantnormals || wanttangents)
6684 if (ent->animcache_normal3f)
6685 wantnormals = false;
6686 if (ent->animcache_svector3f)
6687 wanttangents = false;
6688 if (wantnormals || wanttangents)
6690 numvertices = model->surfmesh.num_vertices;
6692 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6695 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6696 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6698 if (!r_framedata_failed)
6699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6705 // see if this ent is worth caching
6706 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6708 // get some memory for this entity and generate mesh data
6709 numvertices = model->surfmesh.num_vertices;
6710 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6712 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6715 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6716 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6718 if (!r_framedata_failed)
6719 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6721 return !r_framedata_failed;
6724 void R_AnimCache_CacheVisibleEntities(void)
6727 qboolean wantnormals = !r_showsurfaces.integer;
6728 qboolean wanttangents = !r_showsurfaces.integer;
6730 switch(vid.renderpath)
6732 case RENDERPATH_GL20:
6733 case RENDERPATH_CGGL:
6735 case RENDERPATH_GL13:
6736 case RENDERPATH_GL11:
6737 wanttangents = false;
6741 // TODO: thread this
6742 // NOTE: R_PrepareRTLights() also caches entities
6744 for (i = 0;i < r_refdef.scene.numentities;i++)
6745 if (r_refdef.viewcache.entityvisible[i])
6746 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6749 //==================================================================================
6751 static void R_View_UpdateEntityLighting (void)
6754 entity_render_t *ent;
6755 vec3_t tempdiffusenormal, avg;
6756 vec_t f, fa, fd, fdd;
6757 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6759 for (i = 0;i < r_refdef.scene.numentities;i++)
6761 ent = r_refdef.scene.entities[i];
6763 // skip unseen models
6764 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6768 if (ent->model && ent->model->brush.num_leafs)
6770 // TODO: use modellight for r_ambient settings on world?
6771 VectorSet(ent->modellight_ambient, 0, 0, 0);
6772 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6773 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6777 // fetch the lighting from the worldmodel data
6778 VectorClear(ent->modellight_ambient);
6779 VectorClear(ent->modellight_diffuse);
6780 VectorClear(tempdiffusenormal);
6781 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6784 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6785 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6786 if(ent->flags & RENDER_EQUALIZE)
6788 // first fix up ambient lighting...
6789 if(r_equalize_entities_minambient.value > 0)
6791 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6794 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6795 if(fa < r_equalize_entities_minambient.value * fd)
6798 // fa'/fd' = minambient
6799 // fa'+0.25*fd' = fa+0.25*fd
6801 // fa' = fd' * minambient
6802 // fd'*(0.25+minambient) = fa+0.25*fd
6804 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6805 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6807 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6808 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
6809 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6810 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6815 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6817 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6818 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6821 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6822 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6823 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6829 VectorSet(ent->modellight_ambient, 1, 1, 1);
6831 // move the light direction into modelspace coordinates for lighting code
6832 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6833 if(VectorLength2(ent->modellight_lightdir) == 0)
6834 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6835 VectorNormalize(ent->modellight_lightdir);
6839 #define MAX_LINEOFSIGHTTRACES 64
6841 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6844 vec3_t boxmins, boxmaxs;
6847 dp_model_t *model = r_refdef.scene.worldmodel;
6849 if (!model || !model->brush.TraceLineOfSight)
6852 // expand the box a little
6853 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6854 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6855 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6856 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6857 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6858 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6860 // return true if eye is inside enlarged box
6861 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6865 VectorCopy(eye, start);
6866 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6867 if (model->brush.TraceLineOfSight(model, start, end))
6870 // try various random positions
6871 for (i = 0;i < numsamples;i++)
6873 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6874 if (model->brush.TraceLineOfSight(model, start, end))
6882 static void R_View_UpdateEntityVisible (void)
6887 entity_render_t *ent;
6889 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6890 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6891 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6892 : RENDER_EXTERIORMODEL;
6893 if (!r_drawviewmodel.integer)
6894 renderimask |= RENDER_VIEWMODEL;
6895 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6897 // worldmodel can check visibility
6898 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6899 for (i = 0;i < r_refdef.scene.numentities;i++)
6901 ent = r_refdef.scene.entities[i];
6902 if (!(ent->flags & renderimask))
6903 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6904 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))
6905 r_refdef.viewcache.entityvisible[i] = true;
6907 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6909 for (i = 0;i < r_refdef.scene.numentities;i++)
6911 ent = r_refdef.scene.entities[i];
6912 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6914 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6916 continue; // temp entities do pvs only
6917 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6918 ent->last_trace_visibility = realtime;
6919 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6920 r_refdef.viewcache.entityvisible[i] = 0;
6927 // no worldmodel or it can't check visibility
6928 for (i = 0;i < r_refdef.scene.numentities;i++)
6930 ent = r_refdef.scene.entities[i];
6931 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));
6936 /// only used if skyrendermasked, and normally returns false
6937 int R_DrawBrushModelsSky (void)
6940 entity_render_t *ent;
6943 for (i = 0;i < r_refdef.scene.numentities;i++)
6945 if (!r_refdef.viewcache.entityvisible[i])
6947 ent = r_refdef.scene.entities[i];
6948 if (!ent->model || !ent->model->DrawSky)
6950 ent->model->DrawSky(ent);
6956 static void R_DrawNoModel(entity_render_t *ent);
6957 static void R_DrawModels(void)
6960 entity_render_t *ent;
6962 for (i = 0;i < r_refdef.scene.numentities;i++)
6964 if (!r_refdef.viewcache.entityvisible[i])
6966 ent = r_refdef.scene.entities[i];
6967 r_refdef.stats.entities++;
6968 if (ent->model && ent->model->Draw != NULL)
6969 ent->model->Draw(ent);
6975 static void R_DrawModelsDepth(void)
6978 entity_render_t *ent;
6980 for (i = 0;i < r_refdef.scene.numentities;i++)
6982 if (!r_refdef.viewcache.entityvisible[i])
6984 ent = r_refdef.scene.entities[i];
6985 if (ent->model && ent->model->DrawDepth != NULL)
6986 ent->model->DrawDepth(ent);
6990 static void R_DrawModelsDebug(void)
6993 entity_render_t *ent;
6995 for (i = 0;i < r_refdef.scene.numentities;i++)
6997 if (!r_refdef.viewcache.entityvisible[i])
6999 ent = r_refdef.scene.entities[i];
7000 if (ent->model && ent->model->DrawDebug != NULL)
7001 ent->model->DrawDebug(ent);
7005 static void R_DrawModelsAddWaterPlanes(void)
7008 entity_render_t *ent;
7010 for (i = 0;i < r_refdef.scene.numentities;i++)
7012 if (!r_refdef.viewcache.entityvisible[i])
7014 ent = r_refdef.scene.entities[i];
7015 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7016 ent->model->DrawAddWaterPlanes(ent);
7020 static void R_View_SetFrustum(void)
7023 double slopex, slopey;
7024 vec3_t forward, left, up, origin;
7026 // we can't trust r_refdef.view.forward and friends in reflected scenes
7027 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7030 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7031 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7032 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7033 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7034 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7035 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7036 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7037 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7038 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7039 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7040 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7041 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7045 zNear = r_refdef.nearclip;
7046 nudge = 1.0 - 1.0 / (1<<23);
7047 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7048 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7049 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7050 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7051 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7052 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7053 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7054 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7060 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7061 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7062 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7063 r_refdef.view.frustum[0].dist = m[15] - m[12];
7065 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7066 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7067 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7068 r_refdef.view.frustum[1].dist = m[15] + m[12];
7070 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7071 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7072 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7073 r_refdef.view.frustum[2].dist = m[15] - m[13];
7075 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7076 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7077 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7078 r_refdef.view.frustum[3].dist = m[15] + m[13];
7080 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7081 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7082 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7083 r_refdef.view.frustum[4].dist = m[15] - m[14];
7085 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7086 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7087 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7088 r_refdef.view.frustum[5].dist = m[15] + m[14];
7091 if (r_refdef.view.useperspective)
7093 slopex = 1.0 / r_refdef.view.frustum_x;
7094 slopey = 1.0 / r_refdef.view.frustum_y;
7095 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7096 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7097 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7098 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7099 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7101 // Leaving those out was a mistake, those were in the old code, and they
7102 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7103 // I couldn't reproduce it after adding those normalizations. --blub
7104 VectorNormalize(r_refdef.view.frustum[0].normal);
7105 VectorNormalize(r_refdef.view.frustum[1].normal);
7106 VectorNormalize(r_refdef.view.frustum[2].normal);
7107 VectorNormalize(r_refdef.view.frustum[3].normal);
7109 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7110 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]);
7111 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]);
7112 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]);
7113 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]);
7115 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7116 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7117 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7118 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7119 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7123 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7124 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7125 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7126 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7127 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7128 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7129 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7130 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7131 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7132 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7134 r_refdef.view.numfrustumplanes = 5;
7136 if (r_refdef.view.useclipplane)
7138 r_refdef.view.numfrustumplanes = 6;
7139 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7142 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7143 PlaneClassify(r_refdef.view.frustum + i);
7145 // LordHavoc: note to all quake engine coders, Quake had a special case
7146 // for 90 degrees which assumed a square view (wrong), so I removed it,
7147 // Quake2 has it disabled as well.
7149 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7150 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7151 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7152 //PlaneClassify(&frustum[0]);
7154 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7155 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7156 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7157 //PlaneClassify(&frustum[1]);
7159 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7160 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7161 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7162 //PlaneClassify(&frustum[2]);
7164 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7165 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7166 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7167 //PlaneClassify(&frustum[3]);
7170 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7171 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7172 //PlaneClassify(&frustum[4]);
7175 void R_View_Update(void)
7177 R_Main_ResizeViewCache();
7178 R_View_SetFrustum();
7179 R_View_WorldVisibility(r_refdef.view.useclipplane);
7180 R_View_UpdateEntityVisible();
7181 R_View_UpdateEntityLighting();
7184 void R_SetupView(qboolean allowwaterclippingplane)
7186 const float *customclipplane = NULL;
7188 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7190 // LordHavoc: couldn't figure out how to make this approach the
7191 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7192 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7193 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7194 dist = r_refdef.view.clipplane.dist;
7195 plane[0] = r_refdef.view.clipplane.normal[0];
7196 plane[1] = r_refdef.view.clipplane.normal[1];
7197 plane[2] = r_refdef.view.clipplane.normal[2];
7199 customclipplane = plane;
7202 if (!r_refdef.view.useperspective)
7203 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);
7204 else if (vid.stencil && r_useinfinitefarclip.integer)
7205 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);
7207 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);
7208 R_SetViewport(&r_refdef.view.viewport);
7211 void R_EntityMatrix(const matrix4x4_t *matrix)
7213 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7215 gl_modelmatrixchanged = false;
7216 gl_modelmatrix = *matrix;
7217 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7218 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7219 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7220 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7222 switch(vid.renderpath)
7224 case RENDERPATH_GL20:
7225 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7226 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7227 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7229 case RENDERPATH_CGGL:
7232 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7233 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7234 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7237 case RENDERPATH_GL13:
7238 case RENDERPATH_GL11:
7239 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7245 void R_ResetViewRendering2D(void)
7247 r_viewport_t viewport;
7250 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7251 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);
7252 R_SetViewport(&viewport);
7253 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7254 GL_Color(1, 1, 1, 1);
7255 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7256 GL_BlendFunc(GL_ONE, GL_ZERO);
7257 GL_AlphaTest(false);
7258 GL_ScissorTest(false);
7259 GL_DepthMask(false);
7260 GL_DepthRange(0, 1);
7261 GL_DepthTest(false);
7262 R_EntityMatrix(&identitymatrix);
7263 R_Mesh_ResetTextureState();
7264 GL_PolygonOffset(0, 0);
7265 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7266 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7267 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7268 qglStencilMask(~0);CHECKGLERROR
7269 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7270 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7271 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7274 void R_ResetViewRendering3D(void)
7279 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7280 GL_Color(1, 1, 1, 1);
7281 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7282 GL_BlendFunc(GL_ONE, GL_ZERO);
7283 GL_AlphaTest(false);
7284 GL_ScissorTest(true);
7286 GL_DepthRange(0, 1);
7288 R_EntityMatrix(&identitymatrix);
7289 R_Mesh_ResetTextureState();
7290 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7291 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7292 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7293 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7294 qglStencilMask(~0);CHECKGLERROR
7295 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7296 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7297 GL_CullFace(r_refdef.view.cullface_back);
7300 void R_RenderScene(void);
7301 void R_RenderWaterPlanes(void);
7303 static void R_Water_StartFrame(void)
7306 int waterwidth, waterheight, texturewidth, textureheight;
7307 r_waterstate_waterplane_t *p;
7309 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7312 switch(vid.renderpath)
7314 case RENDERPATH_GL20:
7315 case RENDERPATH_CGGL:
7317 case RENDERPATH_GL13:
7318 case RENDERPATH_GL11:
7322 // set waterwidth and waterheight to the water resolution that will be
7323 // used (often less than the screen resolution for faster rendering)
7324 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7325 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7327 // calculate desired texture sizes
7328 // can't use water if the card does not support the texture size
7329 if (!r_water.integer || r_showsurfaces.integer)
7330 texturewidth = textureheight = waterwidth = waterheight = 0;
7331 else if (vid.support.arb_texture_non_power_of_two)
7333 texturewidth = waterwidth;
7334 textureheight = waterheight;
7338 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7339 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7342 // allocate textures as needed
7343 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7345 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7346 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7348 if (p->texture_refraction)
7349 R_FreeTexture(p->texture_refraction);
7350 p->texture_refraction = NULL;
7351 if (p->texture_reflection)
7352 R_FreeTexture(p->texture_reflection);
7353 p->texture_reflection = NULL;
7355 memset(&r_waterstate, 0, sizeof(r_waterstate));
7356 r_waterstate.texturewidth = texturewidth;
7357 r_waterstate.textureheight = textureheight;
7360 if (r_waterstate.texturewidth)
7362 r_waterstate.enabled = true;
7364 // when doing a reduced render (HDR) we want to use a smaller area
7365 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7366 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7368 // set up variables that will be used in shader setup
7369 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7370 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7371 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7372 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7375 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7376 r_waterstate.numwaterplanes = 0;
7379 void R_Water_AddWaterPlane(msurface_t *surface)
7381 int triangleindex, planeindex;
7387 r_waterstate_waterplane_t *p;
7388 texture_t *t = R_GetCurrentTexture(surface->texture);
7389 // just use the first triangle with a valid normal for any decisions
7390 VectorClear(normal);
7391 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7393 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7394 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7395 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7396 TriangleNormal(vert[0], vert[1], vert[2], normal);
7397 if (VectorLength2(normal) >= 0.001)
7401 VectorCopy(normal, plane.normal);
7402 VectorNormalize(plane.normal);
7403 plane.dist = DotProduct(vert[0], plane.normal);
7404 PlaneClassify(&plane);
7405 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7407 // skip backfaces (except if nocullface is set)
7408 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7410 VectorNegate(plane.normal, plane.normal);
7412 PlaneClassify(&plane);
7416 // find a matching plane if there is one
7417 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7418 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7420 if (planeindex >= r_waterstate.maxwaterplanes)
7421 return; // nothing we can do, out of planes
7423 // if this triangle does not fit any known plane rendered this frame, add one
7424 if (planeindex >= r_waterstate.numwaterplanes)
7426 // store the new plane
7427 r_waterstate.numwaterplanes++;
7429 // clear materialflags and pvs
7430 p->materialflags = 0;
7431 p->pvsvalid = false;
7433 // merge this surface's materialflags into the waterplane
7434 p->materialflags |= t->currentmaterialflags;
7435 // merge this surface's PVS into the waterplane
7436 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7437 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7438 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7440 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7445 static void R_Water_ProcessPlanes(void)
7447 r_refdef_view_t originalview;
7448 r_refdef_view_t myview;
7450 r_waterstate_waterplane_t *p;
7452 originalview = r_refdef.view;
7454 // make sure enough textures are allocated
7455 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7457 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7459 if (!p->texture_refraction)
7460 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7461 if (!p->texture_refraction)
7465 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7467 if (!p->texture_reflection)
7468 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7469 if (!p->texture_reflection)
7475 r_refdef.view = originalview;
7476 r_refdef.view.showdebug = false;
7477 r_refdef.view.width = r_waterstate.waterwidth;
7478 r_refdef.view.height = r_waterstate.waterheight;
7479 r_refdef.view.useclipplane = true;
7480 myview = r_refdef.view;
7481 r_waterstate.renderingscene = true;
7482 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7484 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7486 r_refdef.view = myview;
7487 // render reflected scene and copy into texture
7488 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7489 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7490 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7491 r_refdef.view.clipplane = p->plane;
7492 // reverse the cullface settings for this render
7493 r_refdef.view.cullface_front = GL_FRONT;
7494 r_refdef.view.cullface_back = GL_BACK;
7495 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7497 r_refdef.view.usecustompvs = true;
7499 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7501 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7504 R_ResetViewRendering3D();
7505 R_ClearScreen(r_refdef.fogenabled);
7509 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);
7512 // render the normal view scene and copy into texture
7513 // (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)
7514 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7516 r_waterstate.renderingrefraction = true;
7517 r_refdef.view = myview;
7518 r_refdef.view.clipplane = p->plane;
7519 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7520 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7521 PlaneClassify(&r_refdef.view.clipplane);
7523 R_ResetViewRendering3D();
7524 R_ClearScreen(r_refdef.fogenabled);
7528 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);
7529 r_waterstate.renderingrefraction = false;
7533 r_waterstate.renderingscene = false;
7534 r_refdef.view = originalview;
7535 R_ResetViewRendering3D();
7536 R_ClearScreen(r_refdef.fogenabled);
7540 r_refdef.view = originalview;
7541 r_waterstate.renderingscene = false;
7542 Cvar_SetValueQuick(&r_water, 0);
7543 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7547 void R_Bloom_StartFrame(void)
7549 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7551 switch(vid.renderpath)
7553 case RENDERPATH_GL20:
7554 case RENDERPATH_CGGL:
7556 case RENDERPATH_GL13:
7557 case RENDERPATH_GL11:
7561 // set bloomwidth and bloomheight to the bloom resolution that will be
7562 // used (often less than the screen resolution for faster rendering)
7563 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7564 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7565 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7566 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7567 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7569 // calculate desired texture sizes
7570 if (vid.support.arb_texture_non_power_of_two)
7572 screentexturewidth = r_refdef.view.width;
7573 screentextureheight = r_refdef.view.height;
7574 bloomtexturewidth = r_bloomstate.bloomwidth;
7575 bloomtextureheight = r_bloomstate.bloomheight;
7579 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7580 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7581 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7582 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7585 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))
7587 Cvar_SetValueQuick(&r_hdr, 0);
7588 Cvar_SetValueQuick(&r_bloom, 0);
7589 Cvar_SetValueQuick(&r_motionblur, 0);
7590 Cvar_SetValueQuick(&r_damageblur, 0);
7593 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)))
7594 screentexturewidth = screentextureheight = 0;
7595 if (!r_hdr.integer && !r_bloom.integer)
7596 bloomtexturewidth = bloomtextureheight = 0;
7598 // allocate textures as needed
7599 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7601 if (r_bloomstate.texture_screen)
7602 R_FreeTexture(r_bloomstate.texture_screen);
7603 r_bloomstate.texture_screen = NULL;
7604 r_bloomstate.screentexturewidth = screentexturewidth;
7605 r_bloomstate.screentextureheight = screentextureheight;
7606 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7607 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7609 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7611 if (r_bloomstate.texture_bloom)
7612 R_FreeTexture(r_bloomstate.texture_bloom);
7613 r_bloomstate.texture_bloom = NULL;
7614 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7615 r_bloomstate.bloomtextureheight = bloomtextureheight;
7616 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7617 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7620 // when doing a reduced render (HDR) we want to use a smaller area
7621 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7622 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7623 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7624 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7625 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7627 // set up a texcoord array for the full resolution screen image
7628 // (we have to keep this around to copy back during final render)
7629 r_bloomstate.screentexcoord2f[0] = 0;
7630 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7631 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7632 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7633 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7634 r_bloomstate.screentexcoord2f[5] = 0;
7635 r_bloomstate.screentexcoord2f[6] = 0;
7636 r_bloomstate.screentexcoord2f[7] = 0;
7638 // set up a texcoord array for the reduced resolution bloom image
7639 // (which will be additive blended over the screen image)
7640 r_bloomstate.bloomtexcoord2f[0] = 0;
7641 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7642 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7643 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7644 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7645 r_bloomstate.bloomtexcoord2f[5] = 0;
7646 r_bloomstate.bloomtexcoord2f[6] = 0;
7647 r_bloomstate.bloomtexcoord2f[7] = 0;
7649 if (r_hdr.integer || r_bloom.integer)
7651 r_bloomstate.enabled = true;
7652 r_bloomstate.hdr = r_hdr.integer != 0;
7655 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);
7658 void R_Bloom_CopyBloomTexture(float colorscale)
7660 r_refdef.stats.bloom++;
7662 // scale down screen texture to the bloom texture size
7664 R_SetViewport(&r_bloomstate.viewport);
7665 GL_BlendFunc(GL_ONE, GL_ZERO);
7666 GL_Color(colorscale, colorscale, colorscale, 1);
7667 // TODO: optimize with multitexture or GLSL
7668 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7669 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7670 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7671 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7673 // we now have a bloom image in the framebuffer
7674 // copy it into the bloom image texture for later processing
7675 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);
7676 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7679 void R_Bloom_CopyHDRTexture(void)
7681 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);
7682 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7685 void R_Bloom_MakeTexture(void)
7688 float xoffset, yoffset, r, brighten;
7690 r_refdef.stats.bloom++;
7692 R_ResetViewRendering2D();
7693 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7694 R_Mesh_ColorPointer(NULL, 0, 0);
7696 // we have a bloom image in the framebuffer
7698 R_SetViewport(&r_bloomstate.viewport);
7700 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7703 r = bound(0, r_bloom_colorexponent.value / x, 1);
7704 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7705 GL_Color(r, r, r, 1);
7706 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7707 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7708 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7709 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7711 // copy the vertically blurred bloom view to a texture
7712 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);
7713 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7716 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7717 brighten = r_bloom_brighten.value;
7719 brighten *= r_hdr_range.value;
7720 brighten = sqrt(brighten);
7722 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7723 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7724 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7726 for (dir = 0;dir < 2;dir++)
7728 // blend on at multiple vertical offsets to achieve a vertical blur
7729 // TODO: do offset blends using GLSL
7730 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7731 GL_BlendFunc(GL_ONE, GL_ZERO);
7732 for (x = -range;x <= range;x++)
7734 if (!dir){xoffset = 0;yoffset = x;}
7735 else {xoffset = x;yoffset = 0;}
7736 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7737 yoffset /= (float)r_bloomstate.bloomtextureheight;
7738 // compute a texcoord array with the specified x and y offset
7739 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7740 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7741 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7742 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7743 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7744 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7745 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7746 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7747 // this r value looks like a 'dot' particle, fading sharply to
7748 // black at the edges
7749 // (probably not realistic but looks good enough)
7750 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7751 //r = brighten/(range*2+1);
7752 r = brighten / (range * 2 + 1);
7754 r *= (1 - x*x/(float)(range*range));
7755 GL_Color(r, r, r, 1);
7756 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7757 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7758 GL_BlendFunc(GL_ONE, GL_ONE);
7761 // copy the vertically blurred bloom view to a texture
7762 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);
7763 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7766 // apply subtract last
7767 // (just like it would be in a GLSL shader)
7768 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7770 GL_BlendFunc(GL_ONE, GL_ZERO);
7771 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7772 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7773 GL_Color(1, 1, 1, 1);
7774 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7775 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7777 GL_BlendFunc(GL_ONE, GL_ONE);
7778 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7779 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7780 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7781 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7782 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7783 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7784 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7786 // copy the darkened bloom view to a texture
7787 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);
7788 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7792 void R_HDR_RenderBloomTexture(void)
7794 int oldwidth, oldheight;
7795 float oldcolorscale;
7797 oldcolorscale = r_refdef.view.colorscale;
7798 oldwidth = r_refdef.view.width;
7799 oldheight = r_refdef.view.height;
7800 r_refdef.view.width = r_bloomstate.bloomwidth;
7801 r_refdef.view.height = r_bloomstate.bloomheight;
7803 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7804 // TODO: add exposure compensation features
7805 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7807 r_refdef.view.showdebug = false;
7808 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7810 R_ResetViewRendering3D();
7812 R_ClearScreen(r_refdef.fogenabled);
7813 if (r_timereport_active)
7814 R_TimeReport("HDRclear");
7817 if (r_timereport_active)
7818 R_TimeReport("visibility");
7820 // only do secondary renders with HDR if r_hdr is 2 or higher
7821 r_waterstate.numwaterplanes = 0;
7822 if (r_waterstate.enabled && r_hdr.integer >= 2)
7823 R_RenderWaterPlanes();
7825 r_refdef.view.showdebug = true;
7827 r_waterstate.numwaterplanes = 0;
7829 R_ResetViewRendering2D();
7831 R_Bloom_CopyHDRTexture();
7832 R_Bloom_MakeTexture();
7834 // restore the view settings
7835 r_refdef.view.width = oldwidth;
7836 r_refdef.view.height = oldheight;
7837 r_refdef.view.colorscale = oldcolorscale;
7839 R_ResetViewRendering3D();
7841 R_ClearScreen(r_refdef.fogenabled);
7842 if (r_timereport_active)
7843 R_TimeReport("viewclear");
7846 static void R_BlendView(void)
7848 unsigned int permutation;
7849 float uservecs[4][4];
7851 switch (vid.renderpath)
7853 case RENDERPATH_GL20:
7854 case RENDERPATH_CGGL:
7856 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7857 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7858 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7859 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7860 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7862 if (r_bloomstate.texture_screen)
7864 // make sure the buffer is available
7865 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7867 R_ResetViewRendering2D();
7868 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7869 R_Mesh_ColorPointer(NULL, 0, 0);
7871 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7873 // declare variables
7875 static float avgspeed;
7877 speed = VectorLength(cl.movement_velocity);
7879 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7880 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7882 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7883 speed = bound(0, speed, 1);
7884 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7886 // calculate values into a standard alpha
7887 cl.motionbluralpha = 1 - exp(-
7889 (r_motionblur.value * speed / 80)
7891 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7894 max(0.0001, cl.time - cl.oldtime) // fps independent
7897 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7898 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7900 if (cl.motionbluralpha > 0)
7902 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7903 GL_Color(1, 1, 1, cl.motionbluralpha);
7904 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7905 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7906 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7907 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7911 // copy view into the screen texture
7912 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);
7913 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7915 else if (!r_bloomstate.texture_bloom)
7917 // we may still have to do view tint...
7918 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7920 // apply a color tint to the whole view
7921 R_ResetViewRendering2D();
7922 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7923 R_Mesh_ColorPointer(NULL, 0, 0);
7924 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7926 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7927 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7929 break; // no screen processing, no bloom, skip it
7932 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7934 // render simple bloom effect
7935 // copy the screen and shrink it and darken it for the bloom process
7936 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7937 // make the bloom texture
7938 R_Bloom_MakeTexture();
7941 #if _MSC_VER >= 1400
7942 #define sscanf sscanf_s
7944 memset(uservecs, 0, sizeof(uservecs));
7945 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7946 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7947 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7948 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7950 R_ResetViewRendering2D();
7951 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7952 R_Mesh_ColorPointer(NULL, 0, 0);
7953 GL_Color(1, 1, 1, 1);
7954 GL_BlendFunc(GL_ONE, GL_ZERO);
7955 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7956 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7958 switch(vid.renderpath)
7960 case RENDERPATH_GL20:
7961 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7962 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7963 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7964 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7965 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]);
7966 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7967 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]);
7968 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]);
7969 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]);
7970 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]);
7971 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7972 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7974 case RENDERPATH_CGGL:
7976 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7977 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7978 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7979 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7980 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
7981 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7982 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
7983 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
7984 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
7985 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
7986 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7987 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7993 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7994 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7996 case RENDERPATH_GL13:
7997 case RENDERPATH_GL11:
7998 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8000 // apply a color tint to the whole view
8001 R_ResetViewRendering2D();
8002 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8003 R_Mesh_ColorPointer(NULL, 0, 0);
8004 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8005 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8006 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8007 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8013 matrix4x4_t r_waterscrollmatrix;
8015 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8017 if (r_refdef.fog_density)
8019 r_refdef.fogcolor[0] = r_refdef.fog_red;
8020 r_refdef.fogcolor[1] = r_refdef.fog_green;
8021 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8023 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8024 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8025 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8026 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8030 VectorCopy(r_refdef.fogcolor, fogvec);
8031 // color.rgb *= ContrastBoost * SceneBrightness;
8032 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8033 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8034 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8035 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8040 void R_UpdateVariables(void)
8044 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8046 r_refdef.farclip = r_farclip_base.value;
8047 if (r_refdef.scene.worldmodel)
8048 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8049 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8051 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8052 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8053 r_refdef.polygonfactor = 0;
8054 r_refdef.polygonoffset = 0;
8055 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8056 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8058 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8059 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8060 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8061 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8062 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8063 if (r_showsurfaces.integer)
8065 r_refdef.scene.rtworld = false;
8066 r_refdef.scene.rtworldshadows = false;
8067 r_refdef.scene.rtdlight = false;
8068 r_refdef.scene.rtdlightshadows = false;
8069 r_refdef.lightmapintensity = 0;
8072 if (gamemode == GAME_NEHAHRA)
8074 if (gl_fogenable.integer)
8076 r_refdef.oldgl_fogenable = true;
8077 r_refdef.fog_density = gl_fogdensity.value;
8078 r_refdef.fog_red = gl_fogred.value;
8079 r_refdef.fog_green = gl_foggreen.value;
8080 r_refdef.fog_blue = gl_fogblue.value;
8081 r_refdef.fog_alpha = 1;
8082 r_refdef.fog_start = 0;
8083 r_refdef.fog_end = gl_skyclip.value;
8084 r_refdef.fog_height = 1<<30;
8085 r_refdef.fog_fadedepth = 128;
8087 else if (r_refdef.oldgl_fogenable)
8089 r_refdef.oldgl_fogenable = false;
8090 r_refdef.fog_density = 0;
8091 r_refdef.fog_red = 0;
8092 r_refdef.fog_green = 0;
8093 r_refdef.fog_blue = 0;
8094 r_refdef.fog_alpha = 0;
8095 r_refdef.fog_start = 0;
8096 r_refdef.fog_end = 0;
8097 r_refdef.fog_height = 1<<30;
8098 r_refdef.fog_fadedepth = 128;
8102 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8103 r_refdef.fog_start = max(0, r_refdef.fog_start);
8104 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8106 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8108 if (r_refdef.fog_density && r_drawfog.integer)
8110 r_refdef.fogenabled = true;
8111 // this is the point where the fog reaches 0.9986 alpha, which we
8112 // consider a good enough cutoff point for the texture
8113 // (0.9986 * 256 == 255.6)
8114 if (r_fog_exp2.integer)
8115 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8117 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8118 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8119 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8120 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8121 // fog color was already set
8122 // update the fog texture
8123 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)
8124 R_BuildFogTexture();
8127 r_refdef.fogenabled = false;
8129 switch(vid.renderpath)
8131 case RENDERPATH_GL20:
8132 case RENDERPATH_CGGL:
8133 if(v_glslgamma.integer && !vid_gammatables_trivial)
8135 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8137 // build GLSL gamma texture
8138 #define RAMPWIDTH 256
8139 unsigned short ramp[RAMPWIDTH * 3];
8140 unsigned char rampbgr[RAMPWIDTH][4];
8143 r_texture_gammaramps_serial = vid_gammatables_serial;
8145 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8146 for(i = 0; i < RAMPWIDTH; ++i)
8148 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8149 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8150 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8153 if (r_texture_gammaramps)
8155 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8159 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8165 // remove GLSL gamma texture
8168 case RENDERPATH_GL13:
8169 case RENDERPATH_GL11:
8174 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8175 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8181 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8182 if( scenetype != r_currentscenetype ) {
8183 // store the old scenetype
8184 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8185 r_currentscenetype = scenetype;
8186 // move in the new scene
8187 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8196 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8198 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8199 if( scenetype == r_currentscenetype ) {
8200 return &r_refdef.scene;
8202 return &r_scenes_store[ scenetype ];
8211 void R_RenderView(void)
8213 if (r_timereport_active)
8214 R_TimeReport("start");
8215 r_textureframe++; // used only by R_GetCurrentTexture
8216 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8218 if (!r_drawentities.integer)
8219 r_refdef.scene.numentities = 0;
8221 R_AnimCache_ClearCache();
8222 R_FrameData_NewFrame();
8224 if (r_refdef.view.isoverlay)
8226 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8227 GL_Clear( GL_DEPTH_BUFFER_BIT );
8228 R_TimeReport("depthclear");
8230 r_refdef.view.showdebug = false;
8232 r_waterstate.enabled = false;
8233 r_waterstate.numwaterplanes = 0;
8241 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8242 return; //Host_Error ("R_RenderView: NULL worldmodel");
8244 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8246 // break apart the view matrix into vectors for various purposes
8247 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8248 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8249 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8250 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8251 // make an inverted copy of the view matrix for tracking sprites
8252 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8254 R_Shadow_UpdateWorldLightSelection();
8256 R_Bloom_StartFrame();
8257 R_Water_StartFrame();
8260 if (r_timereport_active)
8261 R_TimeReport("viewsetup");
8263 R_ResetViewRendering3D();
8265 if (r_refdef.view.clear || r_refdef.fogenabled)
8267 R_ClearScreen(r_refdef.fogenabled);
8268 if (r_timereport_active)
8269 R_TimeReport("viewclear");
8271 r_refdef.view.clear = true;
8273 // this produces a bloom texture to be used in R_BlendView() later
8274 if (r_hdr.integer && r_bloomstate.bloomwidth)
8276 R_HDR_RenderBloomTexture();
8277 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8278 r_textureframe++; // used only by R_GetCurrentTexture
8281 r_refdef.view.showdebug = true;
8284 if (r_timereport_active)
8285 R_TimeReport("visibility");
8287 r_waterstate.numwaterplanes = 0;
8288 if (r_waterstate.enabled)
8289 R_RenderWaterPlanes();
8292 r_waterstate.numwaterplanes = 0;
8295 if (r_timereport_active)
8296 R_TimeReport("blendview");
8298 GL_Scissor(0, 0, vid.width, vid.height);
8299 GL_ScissorTest(false);
8303 void R_RenderWaterPlanes(void)
8305 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8307 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8308 if (r_timereport_active)
8309 R_TimeReport("waterworld");
8312 // don't let sound skip if going slow
8313 if (r_refdef.scene.extraupdate)
8316 R_DrawModelsAddWaterPlanes();
8317 if (r_timereport_active)
8318 R_TimeReport("watermodels");
8320 if (r_waterstate.numwaterplanes)
8322 R_Water_ProcessPlanes();
8323 if (r_timereport_active)
8324 R_TimeReport("waterscenes");
8328 extern void R_DrawLightningBeams (void);
8329 extern void VM_CL_AddPolygonsToMeshQueue (void);
8330 extern void R_DrawPortals (void);
8331 extern cvar_t cl_locs_show;
8332 static void R_DrawLocs(void);
8333 static void R_DrawEntityBBoxes(void);
8334 static void R_DrawModelDecals(void);
8335 extern void R_DrawModelShadows(void);
8336 extern void R_DrawModelShadowMaps(void);
8337 extern cvar_t cl_decals_newsystem;
8338 extern qboolean r_shadow_usingdeferredprepass;
8339 void R_RenderScene(void)
8341 qboolean shadowmapping = false;
8343 r_refdef.stats.renders++;
8347 // don't let sound skip if going slow
8348 if (r_refdef.scene.extraupdate)
8351 R_MeshQueue_BeginScene();
8355 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);
8357 if (cl.csqc_vidvars.drawworld)
8359 // don't let sound skip if going slow
8360 if (r_refdef.scene.extraupdate)
8363 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8365 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8366 if (r_timereport_active)
8367 R_TimeReport("worldsky");
8370 if (R_DrawBrushModelsSky() && r_timereport_active)
8371 R_TimeReport("bmodelsky");
8373 if (skyrendermasked && skyrenderlater)
8375 // we have to force off the water clipping plane while rendering sky
8379 if (r_timereport_active)
8380 R_TimeReport("sky");
8384 R_AnimCache_CacheVisibleEntities();
8385 if (r_timereport_active)
8386 R_TimeReport("animation");
8388 R_Shadow_PrepareLights();
8389 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8390 R_Shadow_PrepareModelShadows();
8391 if (r_timereport_active)
8392 R_TimeReport("preparelights");
8394 if (R_Shadow_ShadowMappingEnabled())
8395 shadowmapping = true;
8397 if (r_shadow_usingdeferredprepass)
8398 R_Shadow_DrawPrepass();
8400 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8402 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8403 if (r_timereport_active)
8404 R_TimeReport("worlddepth");
8406 if (r_depthfirst.integer >= 2)
8408 R_DrawModelsDepth();
8409 if (r_timereport_active)
8410 R_TimeReport("modeldepth");
8413 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8415 R_DrawModelShadowMaps();
8416 R_ResetViewRendering3D();
8417 // don't let sound skip if going slow
8418 if (r_refdef.scene.extraupdate)
8422 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8424 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8425 if (r_timereport_active)
8426 R_TimeReport("world");
8429 // don't let sound skip if going slow
8430 if (r_refdef.scene.extraupdate)
8434 if (r_timereport_active)
8435 R_TimeReport("models");
8437 // don't let sound skip if going slow
8438 if (r_refdef.scene.extraupdate)
8441 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8443 R_DrawModelShadows();
8444 R_ResetViewRendering3D();
8445 // don't let sound skip if going slow
8446 if (r_refdef.scene.extraupdate)
8450 if (!r_shadow_usingdeferredprepass)
8452 R_Shadow_DrawLights();
8453 if (r_timereport_active)
8454 R_TimeReport("rtlights");
8457 // don't let sound skip if going slow
8458 if (r_refdef.scene.extraupdate)
8461 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8463 R_DrawModelShadows();
8464 R_ResetViewRendering3D();
8465 // don't let sound skip if going slow
8466 if (r_refdef.scene.extraupdate)
8470 if (cl.csqc_vidvars.drawworld)
8472 if (cl_decals_newsystem.integer)
8474 R_DrawModelDecals();
8475 if (r_timereport_active)
8476 R_TimeReport("modeldecals");
8481 if (r_timereport_active)
8482 R_TimeReport("decals");
8486 if (r_timereport_active)
8487 R_TimeReport("particles");
8490 if (r_timereport_active)
8491 R_TimeReport("explosions");
8493 R_DrawLightningBeams();
8494 if (r_timereport_active)
8495 R_TimeReport("lightning");
8498 VM_CL_AddPolygonsToMeshQueue();
8500 if (r_refdef.view.showdebug)
8502 if (cl_locs_show.integer)
8505 if (r_timereport_active)
8506 R_TimeReport("showlocs");
8509 if (r_drawportals.integer)
8512 if (r_timereport_active)
8513 R_TimeReport("portals");
8516 if (r_showbboxes.value > 0)
8518 R_DrawEntityBBoxes();
8519 if (r_timereport_active)
8520 R_TimeReport("bboxes");
8524 R_MeshQueue_RenderTransparent();
8525 if (r_timereport_active)
8526 R_TimeReport("drawtrans");
8528 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))
8530 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8531 if (r_timereport_active)
8532 R_TimeReport("worlddebug");
8533 R_DrawModelsDebug();
8534 if (r_timereport_active)
8535 R_TimeReport("modeldebug");
8538 if (cl.csqc_vidvars.drawworld)
8540 R_Shadow_DrawCoronas();
8541 if (r_timereport_active)
8542 R_TimeReport("coronas");
8545 // don't let sound skip if going slow
8546 if (r_refdef.scene.extraupdate)
8549 R_ResetViewRendering2D();
8552 static const unsigned short bboxelements[36] =
8562 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8565 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8567 RSurf_ActiveWorldEntity();
8569 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8570 GL_DepthMask(false);
8571 GL_DepthRange(0, 1);
8572 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8573 R_Mesh_ResetTextureState();
8575 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8576 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8577 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8578 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8579 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8580 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8581 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8582 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8583 R_FillColors(color4f, 8, cr, cg, cb, ca);
8584 if (r_refdef.fogenabled)
8586 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8588 f1 = RSurf_FogVertex(v);
8590 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8591 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8592 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8595 R_Mesh_VertexPointer(vertex3f, 0, 0);
8596 R_Mesh_ColorPointer(color4f, 0, 0);
8597 R_Mesh_ResetTextureState();
8598 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8599 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8602 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8606 prvm_edict_t *edict;
8607 prvm_prog_t *prog_save = prog;
8609 // this function draws bounding boxes of server entities
8613 GL_CullFace(GL_NONE);
8614 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8618 for (i = 0;i < numsurfaces;i++)
8620 edict = PRVM_EDICT_NUM(surfacelist[i]);
8621 switch ((int)edict->fields.server->solid)
8623 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8624 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8625 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8626 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8627 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8628 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8630 color[3] *= r_showbboxes.value;
8631 color[3] = bound(0, color[3], 1);
8632 GL_DepthTest(!r_showdisabledepthtest.integer);
8633 GL_CullFace(r_refdef.view.cullface_front);
8634 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8640 static void R_DrawEntityBBoxes(void)
8643 prvm_edict_t *edict;
8645 prvm_prog_t *prog_save = prog;
8647 // this function draws bounding boxes of server entities
8653 for (i = 0;i < prog->num_edicts;i++)
8655 edict = PRVM_EDICT_NUM(i);
8656 if (edict->priv.server->free)
8658 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8659 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8661 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8663 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8664 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8670 static const int nomodelelement3i[24] =
8682 static const unsigned short nomodelelement3s[24] =
8694 static const float nomodelvertex3f[6*3] =
8704 static const float nomodelcolor4f[6*4] =
8706 0.0f, 0.0f, 0.5f, 1.0f,
8707 0.0f, 0.0f, 0.5f, 1.0f,
8708 0.0f, 0.5f, 0.0f, 1.0f,
8709 0.0f, 0.5f, 0.0f, 1.0f,
8710 0.5f, 0.0f, 0.0f, 1.0f,
8711 0.5f, 0.0f, 0.0f, 1.0f
8714 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8720 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);
8722 // this is only called once per entity so numsurfaces is always 1, and
8723 // surfacelist is always {0}, so this code does not handle batches
8725 if (rsurface.ent_flags & RENDER_ADDITIVE)
8727 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8728 GL_DepthMask(false);
8730 else if (rsurface.colormod[3] < 1)
8732 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8733 GL_DepthMask(false);
8737 GL_BlendFunc(GL_ONE, GL_ZERO);
8740 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8741 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8742 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8743 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8744 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8745 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8746 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8747 R_Mesh_ColorPointer(color4f, 0, 0);
8748 for (i = 0, c = color4f;i < 6;i++, c += 4)
8750 c[0] *= rsurface.colormod[0];
8751 c[1] *= rsurface.colormod[1];
8752 c[2] *= rsurface.colormod[2];
8753 c[3] *= rsurface.colormod[3];
8755 if (r_refdef.fogenabled)
8757 for (i = 0, c = color4f;i < 6;i++, c += 4)
8759 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8761 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8762 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8763 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8766 R_Mesh_ResetTextureState();
8767 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8770 void R_DrawNoModel(entity_render_t *ent)
8773 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8774 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8775 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8777 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8780 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8782 vec3_t right1, right2, diff, normal;
8784 VectorSubtract (org2, org1, normal);
8786 // calculate 'right' vector for start
8787 VectorSubtract (r_refdef.view.origin, org1, diff);
8788 CrossProduct (normal, diff, right1);
8789 VectorNormalize (right1);
8791 // calculate 'right' vector for end
8792 VectorSubtract (r_refdef.view.origin, org2, diff);
8793 CrossProduct (normal, diff, right2);
8794 VectorNormalize (right2);
8796 vert[ 0] = org1[0] + width * right1[0];
8797 vert[ 1] = org1[1] + width * right1[1];
8798 vert[ 2] = org1[2] + width * right1[2];
8799 vert[ 3] = org1[0] - width * right1[0];
8800 vert[ 4] = org1[1] - width * right1[1];
8801 vert[ 5] = org1[2] - width * right1[2];
8802 vert[ 6] = org2[0] - width * right2[0];
8803 vert[ 7] = org2[1] - width * right2[1];
8804 vert[ 8] = org2[2] - width * right2[2];
8805 vert[ 9] = org2[0] + width * right2[0];
8806 vert[10] = org2[1] + width * right2[1];
8807 vert[11] = org2[2] + width * right2[2];
8810 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)
8812 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8813 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8814 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8815 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8816 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8817 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8818 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8819 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8820 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8821 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8822 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8823 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8826 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8831 VectorSet(v, x, y, z);
8832 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8833 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8835 if (i == mesh->numvertices)
8837 if (mesh->numvertices < mesh->maxvertices)
8839 VectorCopy(v, vertex3f);
8840 mesh->numvertices++;
8842 return mesh->numvertices;
8848 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8852 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8853 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8854 e = mesh->element3i + mesh->numtriangles * 3;
8855 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8857 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8858 if (mesh->numtriangles < mesh->maxtriangles)
8863 mesh->numtriangles++;
8865 element[1] = element[2];
8869 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8873 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8874 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8875 e = mesh->element3i + mesh->numtriangles * 3;
8876 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8878 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8879 if (mesh->numtriangles < mesh->maxtriangles)
8884 mesh->numtriangles++;
8886 element[1] = element[2];
8890 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8891 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8893 int planenum, planenum2;
8896 mplane_t *plane, *plane2;
8898 double temppoints[2][256*3];
8899 // figure out how large a bounding box we need to properly compute this brush
8901 for (w = 0;w < numplanes;w++)
8902 maxdist = max(maxdist, fabs(planes[w].dist));
8903 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8904 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8905 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8909 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8910 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8912 if (planenum2 == planenum)
8914 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);
8917 if (tempnumpoints < 3)
8919 // generate elements forming a triangle fan for this polygon
8920 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8924 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)
8926 texturelayer_t *layer;
8927 layer = t->currentlayers + t->currentnumlayers++;
8929 layer->depthmask = depthmask;
8930 layer->blendfunc1 = blendfunc1;
8931 layer->blendfunc2 = blendfunc2;
8932 layer->texture = texture;
8933 layer->texmatrix = *matrix;
8934 layer->color[0] = r;
8935 layer->color[1] = g;
8936 layer->color[2] = b;
8937 layer->color[3] = a;
8940 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8943 index = parms[2] + r_refdef.scene.time * parms[3];
8944 index -= floor(index);
8948 case Q3WAVEFUNC_NONE:
8949 case Q3WAVEFUNC_NOISE:
8950 case Q3WAVEFUNC_COUNT:
8953 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8954 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8955 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8956 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8957 case Q3WAVEFUNC_TRIANGLE:
8959 f = index - floor(index);
8970 return (float)(parms[0] + parms[1] * f);
8973 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8978 matrix4x4_t matrix, temp;
8979 switch(tcmod->tcmod)
8983 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8984 matrix = r_waterscrollmatrix;
8986 matrix = identitymatrix;
8988 case Q3TCMOD_ENTITYTRANSLATE:
8989 // this is used in Q3 to allow the gamecode to control texcoord
8990 // scrolling on the entity, which is not supported in darkplaces yet.
8991 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8993 case Q3TCMOD_ROTATE:
8994 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8995 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8996 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8999 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9001 case Q3TCMOD_SCROLL:
9002 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9004 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9005 w = (int) tcmod->parms[0];
9006 h = (int) tcmod->parms[1];
9007 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9009 idx = (int) floor(f * w * h);
9010 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9012 case Q3TCMOD_STRETCH:
9013 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9014 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9016 case Q3TCMOD_TRANSFORM:
9017 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9018 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9019 VectorSet(tcmat + 6, 0 , 0 , 1);
9020 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9021 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9023 case Q3TCMOD_TURBULENT:
9024 // this is handled in the RSurf_PrepareVertices function
9025 matrix = identitymatrix;
9029 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9032 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9034 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9035 char name[MAX_QPATH];
9036 skinframe_t *skinframe;
9037 unsigned char pixels[296*194];
9038 strlcpy(cache->name, skinname, sizeof(cache->name));
9039 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9040 if (developer_loading.integer)
9041 Con_Printf("loading %s\n", name);
9042 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9043 if (!skinframe || !skinframe->base)
9046 fs_offset_t filesize;
9048 f = FS_LoadFile(name, tempmempool, true, &filesize);
9051 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9052 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9056 cache->skinframe = skinframe;
9059 texture_t *R_GetCurrentTexture(texture_t *t)
9062 const entity_render_t *ent = rsurface.entity;
9063 dp_model_t *model = ent->model;
9064 q3shaderinfo_layer_tcmod_t *tcmod;
9066 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9067 return t->currentframe;
9068 t->update_lastrenderframe = r_textureframe;
9069 t->update_lastrenderentity = (void *)ent;
9071 // switch to an alternate material if this is a q1bsp animated material
9073 texture_t *texture = t;
9074 int s = rsurface.ent_skinnum;
9075 if ((unsigned int)s >= (unsigned int)model->numskins)
9077 if (model->skinscenes)
9079 if (model->skinscenes[s].framecount > 1)
9080 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9082 s = model->skinscenes[s].firstframe;
9085 t = t + s * model->num_surfaces;
9088 // use an alternate animation if the entity's frame is not 0,
9089 // and only if the texture has an alternate animation
9090 if (rsurface.ent_alttextures && t->anim_total[1])
9091 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9093 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9095 texture->currentframe = t;
9098 // update currentskinframe to be a qw skin or animation frame
9099 if (rsurface.ent_qwskin >= 0)
9101 i = rsurface.ent_qwskin;
9102 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9104 r_qwskincache_size = cl.maxclients;
9106 Mem_Free(r_qwskincache);
9107 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9109 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9110 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9111 t->currentskinframe = r_qwskincache[i].skinframe;
9112 if (t->currentskinframe == NULL)
9113 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9115 else if (t->numskinframes >= 2)
9116 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9117 if (t->backgroundnumskinframes >= 2)
9118 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9120 t->currentmaterialflags = t->basematerialflags;
9121 t->currentalpha = rsurface.colormod[3];
9122 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9123 t->currentalpha *= r_wateralpha.value;
9124 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9125 t->currentalpha *= t->r_water_wateralpha;
9126 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9127 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9128 if (!(rsurface.ent_flags & RENDER_LIGHT))
9129 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9130 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9132 // pick a model lighting mode
9133 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9134 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9136 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9138 if (rsurface.ent_flags & RENDER_ADDITIVE)
9139 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9140 else if (t->currentalpha < 1)
9141 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9142 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9143 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9144 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9145 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9146 if (t->backgroundnumskinframes)
9147 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9148 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9150 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9151 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9154 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9155 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9156 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9158 // there is no tcmod
9159 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9161 t->currenttexmatrix = r_waterscrollmatrix;
9162 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9164 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9166 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9167 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9170 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9171 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9172 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9173 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9175 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9176 if (t->currentskinframe->qpixels)
9177 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9178 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9179 if (!t->basetexture)
9180 t->basetexture = r_texture_notexture;
9181 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9182 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9183 t->nmaptexture = t->currentskinframe->nmap;
9184 if (!t->nmaptexture)
9185 t->nmaptexture = r_texture_blanknormalmap;
9186 t->glosstexture = r_texture_black;
9187 t->glowtexture = t->currentskinframe->glow;
9188 t->fogtexture = t->currentskinframe->fog;
9189 t->reflectmasktexture = t->currentskinframe->reflect;
9190 if (t->backgroundnumskinframes)
9192 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9193 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9194 t->backgroundglosstexture = r_texture_black;
9195 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9196 if (!t->backgroundnmaptexture)
9197 t->backgroundnmaptexture = r_texture_blanknormalmap;
9201 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9202 t->backgroundnmaptexture = r_texture_blanknormalmap;
9203 t->backgroundglosstexture = r_texture_black;
9204 t->backgroundglowtexture = NULL;
9206 t->specularpower = r_shadow_glossexponent.value;
9207 // TODO: store reference values for these in the texture?
9208 t->specularscale = 0;
9209 if (r_shadow_gloss.integer > 0)
9211 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9213 if (r_shadow_glossintensity.value > 0)
9215 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9216 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9217 t->specularscale = r_shadow_glossintensity.value;
9220 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9222 t->glosstexture = r_texture_white;
9223 t->backgroundglosstexture = r_texture_white;
9224 t->specularscale = r_shadow_gloss2intensity.value;
9225 t->specularpower = r_shadow_gloss2exponent.value;
9228 t->specularscale *= t->specularscalemod;
9229 t->specularpower *= t->specularpowermod;
9231 // lightmaps mode looks bad with dlights using actual texturing, so turn
9232 // off the colormap and glossmap, but leave the normalmap on as it still
9233 // accurately represents the shading involved
9234 if (gl_lightmaps.integer)
9236 t->basetexture = r_texture_grey128;
9237 t->pantstexture = r_texture_black;
9238 t->shirttexture = r_texture_black;
9239 t->nmaptexture = r_texture_blanknormalmap;
9240 t->glosstexture = r_texture_black;
9241 t->glowtexture = NULL;
9242 t->fogtexture = NULL;
9243 t->reflectmasktexture = NULL;
9244 t->backgroundbasetexture = NULL;
9245 t->backgroundnmaptexture = r_texture_blanknormalmap;
9246 t->backgroundglosstexture = r_texture_black;
9247 t->backgroundglowtexture = NULL;
9248 t->specularscale = 0;
9249 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9252 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9253 VectorClear(t->dlightcolor);
9254 t->currentnumlayers = 0;
9255 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9257 int blendfunc1, blendfunc2;
9259 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9261 blendfunc1 = GL_SRC_ALPHA;
9262 blendfunc2 = GL_ONE;
9264 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9266 blendfunc1 = GL_SRC_ALPHA;
9267 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9269 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9271 blendfunc1 = t->customblendfunc[0];
9272 blendfunc2 = t->customblendfunc[1];
9276 blendfunc1 = GL_ONE;
9277 blendfunc2 = GL_ZERO;
9279 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9280 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9282 // fullbright is not affected by r_refdef.lightmapintensity
9283 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]);
9284 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9285 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]);
9286 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9287 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]);
9291 vec3_t ambientcolor;
9293 // set the color tint used for lights affecting this surface
9294 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9296 // q3bsp has no lightmap updates, so the lightstylevalue that
9297 // would normally be baked into the lightmap must be
9298 // applied to the color
9299 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9300 if (model->type == mod_brushq3)
9301 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9302 colorscale *= r_refdef.lightmapintensity;
9303 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9304 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9305 // basic lit geometry
9306 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]);
9307 // add pants/shirt if needed
9308 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9309 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]);
9310 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9311 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]);
9312 // now add ambient passes if needed
9313 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9315 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]);
9316 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9317 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]);
9318 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9319 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]);
9322 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9323 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]);
9324 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9326 // if this is opaque use alpha blend which will darken the earlier
9329 // if this is an alpha blended material, all the earlier passes
9330 // were darkened by fog already, so we only need to add the fog
9331 // color ontop through the fog mask texture
9333 // if this is an additive blended material, all the earlier passes
9334 // were darkened by fog already, and we should not add fog color
9335 // (because the background was not darkened, there is no fog color
9336 // that was lost behind it).
9337 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]);
9341 return t->currentframe;
9344 rsurfacestate_t rsurface;
9346 void R_Mesh_ResizeArrays(int newvertices)
9349 if (rsurface.array_size >= newvertices)
9351 if (rsurface.array_modelvertex3f)
9352 Mem_Free(rsurface.array_modelvertex3f);
9353 rsurface.array_size = (newvertices + 1023) & ~1023;
9354 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9355 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9356 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9357 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9358 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9359 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9360 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9361 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9362 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9363 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9364 rsurface.array_color4f = base + rsurface.array_size * 27;
9365 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9368 void RSurf_ActiveWorldEntity(void)
9370 dp_model_t *model = r_refdef.scene.worldmodel;
9371 //if (rsurface.entity == r_refdef.scene.worldentity)
9373 rsurface.entity = r_refdef.scene.worldentity;
9374 rsurface.skeleton = NULL;
9375 rsurface.ent_skinnum = 0;
9376 rsurface.ent_qwskin = -1;
9377 rsurface.ent_shadertime = 0;
9378 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9379 if (rsurface.array_size < model->surfmesh.num_vertices)
9380 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9381 rsurface.matrix = identitymatrix;
9382 rsurface.inversematrix = identitymatrix;
9383 rsurface.matrixscale = 1;
9384 rsurface.inversematrixscale = 1;
9385 R_EntityMatrix(&identitymatrix);
9386 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9387 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9388 rsurface.fograngerecip = r_refdef.fograngerecip;
9389 rsurface.fogheightfade = r_refdef.fogheightfade;
9390 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9391 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9392 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9393 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9394 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9395 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9396 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9397 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9398 rsurface.colormod[3] = 1;
9399 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);
9400 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9401 rsurface.frameblend[0].lerp = 1;
9402 rsurface.ent_alttextures = false;
9403 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9404 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9405 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9406 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9407 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9408 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9409 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9410 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9411 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9412 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9413 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9414 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9415 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9416 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9417 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9418 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9419 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9420 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9421 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9422 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9423 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9424 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9425 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9426 rsurface.modelelement3i = model->surfmesh.data_element3i;
9427 rsurface.modelelement3s = model->surfmesh.data_element3s;
9428 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9429 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9430 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9431 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9432 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9433 rsurface.modelsurfaces = model->data_surfaces;
9434 rsurface.generatedvertex = false;
9435 rsurface.vertex3f = rsurface.modelvertex3f;
9436 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9437 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9438 rsurface.svector3f = rsurface.modelsvector3f;
9439 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9440 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9441 rsurface.tvector3f = rsurface.modeltvector3f;
9442 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9443 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9444 rsurface.normal3f = rsurface.modelnormal3f;
9445 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9446 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9447 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9450 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9452 dp_model_t *model = ent->model;
9453 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9455 rsurface.entity = (entity_render_t *)ent;
9456 rsurface.skeleton = ent->skeleton;
9457 rsurface.ent_skinnum = ent->skinnum;
9458 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;
9459 rsurface.ent_shadertime = ent->shadertime;
9460 rsurface.ent_flags = ent->flags;
9461 if (rsurface.array_size < model->surfmesh.num_vertices)
9462 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9463 rsurface.matrix = ent->matrix;
9464 rsurface.inversematrix = ent->inversematrix;
9465 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9466 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9467 R_EntityMatrix(&rsurface.matrix);
9468 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9469 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9470 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9471 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9472 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9473 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9474 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9475 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9476 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9477 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9478 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9479 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9480 rsurface.colormod[3] = ent->alpha;
9481 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9482 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9483 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9484 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9485 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9486 if (ent->model->brush.submodel && !prepass)
9488 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9489 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9491 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9493 if (ent->animcache_vertex3f && !r_framedata_failed)
9495 rsurface.modelvertex3f = ent->animcache_vertex3f;
9496 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9497 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9498 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9500 else if (wanttangents)
9502 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9503 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9504 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9505 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9506 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9508 else if (wantnormals)
9510 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9511 rsurface.modelsvector3f = NULL;
9512 rsurface.modeltvector3f = NULL;
9513 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9514 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9518 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9519 rsurface.modelsvector3f = NULL;
9520 rsurface.modeltvector3f = NULL;
9521 rsurface.modelnormal3f = NULL;
9522 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9524 rsurface.modelvertex3f_bufferobject = 0;
9525 rsurface.modelvertex3f_bufferoffset = 0;
9526 rsurface.modelsvector3f_bufferobject = 0;
9527 rsurface.modelsvector3f_bufferoffset = 0;
9528 rsurface.modeltvector3f_bufferobject = 0;
9529 rsurface.modeltvector3f_bufferoffset = 0;
9530 rsurface.modelnormal3f_bufferobject = 0;
9531 rsurface.modelnormal3f_bufferoffset = 0;
9532 rsurface.generatedvertex = true;
9536 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9537 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9538 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9539 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9540 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9541 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9542 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9543 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9544 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9545 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9546 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9547 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9548 rsurface.generatedvertex = false;
9550 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9551 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9552 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9553 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9554 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9555 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9556 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9557 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9558 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9559 rsurface.modelelement3i = model->surfmesh.data_element3i;
9560 rsurface.modelelement3s = model->surfmesh.data_element3s;
9561 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9562 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9563 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9564 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9565 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9566 rsurface.modelsurfaces = model->data_surfaces;
9567 rsurface.vertex3f = rsurface.modelvertex3f;
9568 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9569 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9570 rsurface.svector3f = rsurface.modelsvector3f;
9571 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9572 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9573 rsurface.tvector3f = rsurface.modeltvector3f;
9574 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9575 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9576 rsurface.normal3f = rsurface.modelnormal3f;
9577 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9578 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9579 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9582 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)
9584 rsurface.entity = r_refdef.scene.worldentity;
9585 rsurface.skeleton = NULL;
9586 rsurface.ent_skinnum = 0;
9587 rsurface.ent_qwskin = -1;
9588 rsurface.ent_shadertime = shadertime;
9589 rsurface.ent_flags = entflags;
9590 rsurface.modelnum_vertices = numvertices;
9591 rsurface.modelnum_triangles = numtriangles;
9592 if (rsurface.array_size < rsurface.modelnum_vertices)
9593 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9594 rsurface.matrix = *matrix;
9595 rsurface.inversematrix = *inversematrix;
9596 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9597 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9598 R_EntityMatrix(&rsurface.matrix);
9599 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9600 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9601 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9602 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9603 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9604 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9605 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9606 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9607 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9608 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9609 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9610 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9611 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);
9612 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9613 rsurface.frameblend[0].lerp = 1;
9614 rsurface.ent_alttextures = false;
9615 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9616 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9619 rsurface.modelvertex3f = vertex3f;
9620 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9621 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9622 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9624 else if (wantnormals)
9626 rsurface.modelvertex3f = vertex3f;
9627 rsurface.modelsvector3f = NULL;
9628 rsurface.modeltvector3f = NULL;
9629 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9633 rsurface.modelvertex3f = vertex3f;
9634 rsurface.modelsvector3f = NULL;
9635 rsurface.modeltvector3f = NULL;
9636 rsurface.modelnormal3f = NULL;
9638 rsurface.modelvertex3f_bufferobject = 0;
9639 rsurface.modelvertex3f_bufferoffset = 0;
9640 rsurface.modelsvector3f_bufferobject = 0;
9641 rsurface.modelsvector3f_bufferoffset = 0;
9642 rsurface.modeltvector3f_bufferobject = 0;
9643 rsurface.modeltvector3f_bufferoffset = 0;
9644 rsurface.modelnormal3f_bufferobject = 0;
9645 rsurface.modelnormal3f_bufferoffset = 0;
9646 rsurface.generatedvertex = true;
9647 rsurface.modellightmapcolor4f = color4f;
9648 rsurface.modellightmapcolor4f_bufferobject = 0;
9649 rsurface.modellightmapcolor4f_bufferoffset = 0;
9650 rsurface.modeltexcoordtexture2f = texcoord2f;
9651 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9652 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9653 rsurface.modeltexcoordlightmap2f = NULL;
9654 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9655 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9656 rsurface.modelelement3i = element3i;
9657 rsurface.modelelement3s = element3s;
9658 rsurface.modelelement3i_bufferobject = 0;
9659 rsurface.modelelement3s_bufferobject = 0;
9660 rsurface.modellightmapoffsets = NULL;
9661 rsurface.modelsurfaces = NULL;
9662 rsurface.vertex3f = rsurface.modelvertex3f;
9663 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9664 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9665 rsurface.svector3f = rsurface.modelsvector3f;
9666 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9667 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9668 rsurface.tvector3f = rsurface.modeltvector3f;
9669 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9670 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9671 rsurface.normal3f = rsurface.modelnormal3f;
9672 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9673 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9674 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9676 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9678 if ((wantnormals || wanttangents) && !normal3f)
9679 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9680 if (wanttangents && !svector3f)
9681 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9685 float RSurf_FogPoint(const float *v)
9687 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9688 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9689 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9690 float FogHeightFade = r_refdef.fogheightfade;
9692 unsigned int fogmasktableindex;
9693 if (r_refdef.fogplaneviewabove)
9694 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9696 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9697 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9698 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9701 float RSurf_FogVertex(const float *v)
9703 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9704 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9705 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9706 float FogHeightFade = rsurface.fogheightfade;
9708 unsigned int fogmasktableindex;
9709 if (r_refdef.fogplaneviewabove)
9710 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9712 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9713 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9714 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9717 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9718 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9721 int texturesurfaceindex;
9726 const float *v1, *in_tc;
9728 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9730 q3shaderinfo_deform_t *deform;
9731 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9732 if (rsurface.generatedvertex)
9734 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9735 generatenormals = true;
9736 for (i = 0;i < Q3MAXDEFORMS;i++)
9738 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9740 generatetangents = true;
9741 generatenormals = true;
9743 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9744 generatenormals = true;
9746 if (generatenormals && !rsurface.modelnormal3f)
9748 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9749 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9750 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9751 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9753 if (generatetangents && !rsurface.modelsvector3f)
9755 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9757 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9758 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9759 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9760 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9761 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9764 rsurface.vertex3f = rsurface.modelvertex3f;
9765 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9766 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9767 rsurface.svector3f = rsurface.modelsvector3f;
9768 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9769 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9770 rsurface.tvector3f = rsurface.modeltvector3f;
9771 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9772 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9773 rsurface.normal3f = rsurface.modelnormal3f;
9774 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9775 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9776 // if vertices are deformed (sprite flares and things in maps, possibly
9777 // water waves, bulges and other deformations), generate them into
9778 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9779 // (may be static model data or generated data for an animated model, or
9780 // the previous deform pass)
9781 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9783 switch (deform->deform)
9786 case Q3DEFORM_PROJECTIONSHADOW:
9787 case Q3DEFORM_TEXT0:
9788 case Q3DEFORM_TEXT1:
9789 case Q3DEFORM_TEXT2:
9790 case Q3DEFORM_TEXT3:
9791 case Q3DEFORM_TEXT4:
9792 case Q3DEFORM_TEXT5:
9793 case Q3DEFORM_TEXT6:
9794 case Q3DEFORM_TEXT7:
9797 case Q3DEFORM_AUTOSPRITE:
9798 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9799 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9800 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9801 VectorNormalize(newforward);
9802 VectorNormalize(newright);
9803 VectorNormalize(newup);
9804 // make deformed versions of only the model vertices used by the specified surfaces
9805 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9807 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9808 // a single autosprite surface can contain multiple sprites...
9809 for (j = 0;j < surface->num_vertices - 3;j += 4)
9811 VectorClear(center);
9812 for (i = 0;i < 4;i++)
9813 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9814 VectorScale(center, 0.25f, center);
9815 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9816 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9817 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9818 for (i = 0;i < 4;i++)
9820 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9821 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9824 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9825 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9827 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9828 rsurface.vertex3f_bufferobject = 0;
9829 rsurface.vertex3f_bufferoffset = 0;
9830 rsurface.svector3f = rsurface.array_deformedsvector3f;
9831 rsurface.svector3f_bufferobject = 0;
9832 rsurface.svector3f_bufferoffset = 0;
9833 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9834 rsurface.tvector3f_bufferobject = 0;
9835 rsurface.tvector3f_bufferoffset = 0;
9836 rsurface.normal3f = rsurface.array_deformednormal3f;
9837 rsurface.normal3f_bufferobject = 0;
9838 rsurface.normal3f_bufferoffset = 0;
9840 case Q3DEFORM_AUTOSPRITE2:
9841 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9842 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9843 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9844 VectorNormalize(newforward);
9845 VectorNormalize(newright);
9846 VectorNormalize(newup);
9847 // make deformed versions of only the model vertices used by the specified surfaces
9848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9851 const float *v1, *v2;
9861 memset(shortest, 0, sizeof(shortest));
9862 // a single autosprite surface can contain multiple sprites...
9863 for (j = 0;j < surface->num_vertices - 3;j += 4)
9865 VectorClear(center);
9866 for (i = 0;i < 4;i++)
9867 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9868 VectorScale(center, 0.25f, center);
9869 // find the two shortest edges, then use them to define the
9870 // axis vectors for rotating around the central axis
9871 for (i = 0;i < 6;i++)
9873 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9874 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9876 Debug_PolygonBegin(NULL, 0);
9877 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9878 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9879 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9882 l = VectorDistance2(v1, v2);
9883 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9885 l += (1.0f / 1024.0f);
9886 if (shortest[0].length2 > l || i == 0)
9888 shortest[1] = shortest[0];
9889 shortest[0].length2 = l;
9890 shortest[0].v1 = v1;
9891 shortest[0].v2 = v2;
9893 else if (shortest[1].length2 > l || i == 1)
9895 shortest[1].length2 = l;
9896 shortest[1].v1 = v1;
9897 shortest[1].v2 = v2;
9900 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9901 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9903 Debug_PolygonBegin(NULL, 0);
9904 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9905 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9906 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9909 // this calculates the right vector from the shortest edge
9910 // and the up vector from the edge midpoints
9911 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9912 VectorNormalize(right);
9913 VectorSubtract(end, start, up);
9914 VectorNormalize(up);
9915 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9916 VectorSubtract(rsurface.localvieworigin, center, forward);
9917 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9918 VectorNegate(forward, forward);
9919 VectorReflect(forward, 0, up, forward);
9920 VectorNormalize(forward);
9921 CrossProduct(up, forward, newright);
9922 VectorNormalize(newright);
9924 Debug_PolygonBegin(NULL, 0);
9925 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9926 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9927 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9931 Debug_PolygonBegin(NULL, 0);
9932 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9933 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9934 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9937 // rotate the quad around the up axis vector, this is made
9938 // especially easy by the fact we know the quad is flat,
9939 // so we only have to subtract the center position and
9940 // measure distance along the right vector, and then
9941 // multiply that by the newright vector and add back the
9943 // we also need to subtract the old position to undo the
9944 // displacement from the center, which we do with a
9945 // DotProduct, the subtraction/addition of center is also
9946 // optimized into DotProducts here
9947 l = DotProduct(right, center);
9948 for (i = 0;i < 4;i++)
9950 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9951 f = DotProduct(right, v1) - l;
9952 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9955 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9956 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9958 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9959 rsurface.vertex3f_bufferobject = 0;
9960 rsurface.vertex3f_bufferoffset = 0;
9961 rsurface.svector3f = rsurface.array_deformedsvector3f;
9962 rsurface.svector3f_bufferobject = 0;
9963 rsurface.svector3f_bufferoffset = 0;
9964 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9965 rsurface.tvector3f_bufferobject = 0;
9966 rsurface.tvector3f_bufferoffset = 0;
9967 rsurface.normal3f = rsurface.array_deformednormal3f;
9968 rsurface.normal3f_bufferobject = 0;
9969 rsurface.normal3f_bufferoffset = 0;
9971 case Q3DEFORM_NORMAL:
9972 // deform the normals to make reflections wavey
9973 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9975 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9976 for (j = 0;j < surface->num_vertices;j++)
9979 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9980 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9981 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9982 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9983 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9984 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9985 VectorNormalize(normal);
9987 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9989 rsurface.svector3f = rsurface.array_deformedsvector3f;
9990 rsurface.svector3f_bufferobject = 0;
9991 rsurface.svector3f_bufferoffset = 0;
9992 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9993 rsurface.tvector3f_bufferobject = 0;
9994 rsurface.tvector3f_bufferoffset = 0;
9995 rsurface.normal3f = rsurface.array_deformednormal3f;
9996 rsurface.normal3f_bufferobject = 0;
9997 rsurface.normal3f_bufferoffset = 0;
10000 // deform vertex array to make wavey water and flags and such
10001 waveparms[0] = deform->waveparms[0];
10002 waveparms[1] = deform->waveparms[1];
10003 waveparms[2] = deform->waveparms[2];
10004 waveparms[3] = deform->waveparms[3];
10005 // this is how a divisor of vertex influence on deformation
10006 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10007 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10008 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10010 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10011 for (j = 0;j < surface->num_vertices;j++)
10013 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10014 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10015 // if the wavefunc depends on time, evaluate it per-vertex
10018 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10019 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10021 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10024 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10025 rsurface.vertex3f_bufferobject = 0;
10026 rsurface.vertex3f_bufferoffset = 0;
10028 case Q3DEFORM_BULGE:
10029 // deform vertex array to make the surface have moving bulges
10030 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10032 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10033 for (j = 0;j < surface->num_vertices;j++)
10035 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10036 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10039 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10040 rsurface.vertex3f_bufferobject = 0;
10041 rsurface.vertex3f_bufferoffset = 0;
10043 case Q3DEFORM_MOVE:
10044 // deform vertex array
10045 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10046 VectorScale(deform->parms, scale, waveparms);
10047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10049 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10050 for (j = 0;j < surface->num_vertices;j++)
10051 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10053 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10054 rsurface.vertex3f_bufferobject = 0;
10055 rsurface.vertex3f_bufferoffset = 0;
10059 // generate texcoords based on the chosen texcoord source
10060 switch(rsurface.texture->tcgen.tcgen)
10063 case Q3TCGEN_TEXTURE:
10064 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10065 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10066 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10068 case Q3TCGEN_LIGHTMAP:
10069 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10070 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10071 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10073 case Q3TCGEN_VECTOR:
10074 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10076 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10077 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10079 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10080 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10083 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10084 rsurface.texcoordtexture2f_bufferobject = 0;
10085 rsurface.texcoordtexture2f_bufferoffset = 0;
10087 case Q3TCGEN_ENVIRONMENT:
10088 // make environment reflections using a spheremap
10089 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10091 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10092 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10093 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10094 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10095 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10097 // identical to Q3A's method, but executed in worldspace so
10098 // carried models can be shiny too
10100 float viewer[3], d, reflected[3], worldreflected[3];
10102 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10103 // VectorNormalize(viewer);
10105 d = DotProduct(normal, viewer);
10107 reflected[0] = normal[0]*2*d - viewer[0];
10108 reflected[1] = normal[1]*2*d - viewer[1];
10109 reflected[2] = normal[2]*2*d - viewer[2];
10110 // note: this is proportinal to viewer, so we can normalize later
10112 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10113 VectorNormalize(worldreflected);
10115 // note: this sphere map only uses world x and z!
10116 // so positive and negative y will LOOK THE SAME.
10117 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10118 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10121 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10122 rsurface.texcoordtexture2f_bufferobject = 0;
10123 rsurface.texcoordtexture2f_bufferoffset = 0;
10126 // the only tcmod that needs software vertex processing is turbulent, so
10127 // check for it here and apply the changes if needed
10128 // and we only support that as the first one
10129 // (handling a mixture of turbulent and other tcmods would be problematic
10130 // without punting it entirely to a software path)
10131 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10133 amplitude = rsurface.texture->tcmods[0].parms[1];
10134 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10135 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10137 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10138 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10140 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10141 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10144 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10145 rsurface.texcoordtexture2f_bufferobject = 0;
10146 rsurface.texcoordtexture2f_bufferoffset = 0;
10148 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10149 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10150 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10151 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10154 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10157 const msurface_t *surface = texturesurfacelist[0];
10158 const msurface_t *surface2;
10163 // TODO: lock all array ranges before render, rather than on each surface
10164 if (texturenumsurfaces == 1)
10165 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10166 else if (r_batchmode.integer == 2)
10168 #define MAXBATCHTRIANGLES 4096
10169 int batchtriangles = 0;
10170 static int batchelements[MAXBATCHTRIANGLES*3];
10171 for (i = 0;i < texturenumsurfaces;i = j)
10173 surface = texturesurfacelist[i];
10175 if (surface->num_triangles > MAXBATCHTRIANGLES)
10177 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10180 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10181 batchtriangles = surface->num_triangles;
10182 firstvertex = surface->num_firstvertex;
10183 endvertex = surface->num_firstvertex + surface->num_vertices;
10184 for (;j < texturenumsurfaces;j++)
10186 surface2 = texturesurfacelist[j];
10187 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10189 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10190 batchtriangles += surface2->num_triangles;
10191 firstvertex = min(firstvertex, surface2->num_firstvertex);
10192 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10194 surface2 = texturesurfacelist[j-1];
10195 numvertices = endvertex - firstvertex;
10196 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10199 else if (r_batchmode.integer == 1)
10201 for (i = 0;i < texturenumsurfaces;i = j)
10203 surface = texturesurfacelist[i];
10204 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10205 if (texturesurfacelist[j] != surface2)
10207 surface2 = texturesurfacelist[j-1];
10208 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10209 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10210 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10215 for (i = 0;i < texturenumsurfaces;i++)
10217 surface = texturesurfacelist[i];
10218 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10223 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10225 switch(vid.renderpath)
10227 case RENDERPATH_CGGL:
10229 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10230 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10233 case RENDERPATH_GL20:
10234 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10235 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10237 case RENDERPATH_GL13:
10238 case RENDERPATH_GL11:
10239 R_Mesh_TexBind(0, surface->lightmaptexture);
10244 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10246 // pick the closest matching water plane and bind textures
10247 int planeindex, vertexindex;
10251 r_waterstate_waterplane_t *p, *bestp;
10254 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10257 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10259 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10260 d += fabs(PlaneDiff(vert, &p->plane));
10262 if (bestd > d || !bestp)
10268 switch(vid.renderpath)
10270 case RENDERPATH_CGGL:
10272 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10273 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10276 case RENDERPATH_GL20:
10277 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10278 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10280 case RENDERPATH_GL13:
10281 case RENDERPATH_GL11:
10286 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10289 const msurface_t *surface;
10290 if (r_waterstate.renderingscene)
10292 for (i = 0;i < texturenumsurfaces;i++)
10294 surface = texturesurfacelist[i];
10295 RSurf_BindLightmapForSurface(surface);
10296 RSurf_BindReflectionForSurface(surface);
10297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10301 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10305 const msurface_t *surface = texturesurfacelist[0];
10306 const msurface_t *surface2;
10311 if (texturenumsurfaces == 1)
10313 RSurf_BindLightmapForSurface(surface);
10314 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10316 else if (r_batchmode.integer == 2)
10318 #define MAXBATCHTRIANGLES 4096
10319 int batchtriangles = 0;
10320 static int batchelements[MAXBATCHTRIANGLES*3];
10321 for (i = 0;i < texturenumsurfaces;i = j)
10323 surface = texturesurfacelist[i];
10324 RSurf_BindLightmapForSurface(surface);
10326 if (surface->num_triangles > MAXBATCHTRIANGLES)
10328 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10331 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10332 batchtriangles = surface->num_triangles;
10333 firstvertex = surface->num_firstvertex;
10334 endvertex = surface->num_firstvertex + surface->num_vertices;
10335 for (;j < texturenumsurfaces;j++)
10337 surface2 = texturesurfacelist[j];
10338 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10340 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10341 batchtriangles += surface2->num_triangles;
10342 firstvertex = min(firstvertex, surface2->num_firstvertex);
10343 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10345 surface2 = texturesurfacelist[j-1];
10346 numvertices = endvertex - firstvertex;
10347 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10350 else if (r_batchmode.integer == 1)
10353 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10354 for (i = 0;i < texturenumsurfaces;i = j)
10356 surface = texturesurfacelist[i];
10357 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10358 if (texturesurfacelist[j] != surface2)
10360 Con_Printf(" %i", j - i);
10363 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10365 for (i = 0;i < texturenumsurfaces;i = j)
10367 surface = texturesurfacelist[i];
10368 RSurf_BindLightmapForSurface(surface);
10369 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10370 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10373 Con_Printf(" %i", j - i);
10375 surface2 = texturesurfacelist[j-1];
10376 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10377 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10378 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10386 for (i = 0;i < texturenumsurfaces;i++)
10388 surface = texturesurfacelist[i];
10389 RSurf_BindLightmapForSurface(surface);
10390 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10395 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10398 int texturesurfaceindex;
10399 if (r_showsurfaces.integer == 2)
10401 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10403 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10404 for (j = 0;j < surface->num_triangles;j++)
10406 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10407 GL_Color(f, f, f, 1);
10408 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10414 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10416 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10417 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10418 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10419 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10424 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10426 int texturesurfaceindex;
10430 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10432 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10441 rsurface.lightmapcolor4f = rsurface.array_color4f;
10442 rsurface.lightmapcolor4f_bufferobject = 0;
10443 rsurface.lightmapcolor4f_bufferoffset = 0;
10446 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10448 int texturesurfaceindex;
10454 if (rsurface.lightmapcolor4f)
10456 // generate color arrays for the surfaces in this list
10457 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10459 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10462 f = RSurf_FogVertex(v);
10472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10474 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10477 f = RSurf_FogVertex(v);
10485 rsurface.lightmapcolor4f = rsurface.array_color4f;
10486 rsurface.lightmapcolor4f_bufferobject = 0;
10487 rsurface.lightmapcolor4f_bufferoffset = 0;
10490 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10492 int texturesurfaceindex;
10498 if (!rsurface.lightmapcolor4f)
10500 // generate color arrays for the surfaces in this list
10501 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10503 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10504 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10506 f = RSurf_FogVertex(v);
10507 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10508 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10509 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10513 rsurface.lightmapcolor4f = rsurface.array_color4f;
10514 rsurface.lightmapcolor4f_bufferobject = 0;
10515 rsurface.lightmapcolor4f_bufferoffset = 0;
10518 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10520 int texturesurfaceindex;
10524 if (!rsurface.lightmapcolor4f)
10526 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10528 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10529 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10537 rsurface.lightmapcolor4f = rsurface.array_color4f;
10538 rsurface.lightmapcolor4f_bufferobject = 0;
10539 rsurface.lightmapcolor4f_bufferoffset = 0;
10542 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10544 int texturesurfaceindex;
10548 if (!rsurface.lightmapcolor4f)
10550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10553 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10555 c2[0] = c[0] + r_refdef.scene.ambient;
10556 c2[1] = c[1] + r_refdef.scene.ambient;
10557 c2[2] = c[2] + r_refdef.scene.ambient;
10561 rsurface.lightmapcolor4f = rsurface.array_color4f;
10562 rsurface.lightmapcolor4f_bufferobject = 0;
10563 rsurface.lightmapcolor4f_bufferoffset = 0;
10566 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10569 rsurface.lightmapcolor4f = NULL;
10570 rsurface.lightmapcolor4f_bufferobject = 0;
10571 rsurface.lightmapcolor4f_bufferoffset = 0;
10572 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10573 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10574 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10575 GL_Color(r, g, b, a);
10576 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10579 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10581 // TODO: optimize applyfog && applycolor case
10582 // just apply fog if necessary, and tint the fog color array if necessary
10583 rsurface.lightmapcolor4f = NULL;
10584 rsurface.lightmapcolor4f_bufferobject = 0;
10585 rsurface.lightmapcolor4f_bufferoffset = 0;
10586 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10587 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10588 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10589 GL_Color(r, g, b, a);
10590 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10593 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10595 int texturesurfaceindex;
10599 if (texturesurfacelist[0]->lightmapinfo)
10601 // generate color arrays for the surfaces in this list
10602 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10604 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10605 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10607 if (surface->lightmapinfo->samples)
10609 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10610 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10611 VectorScale(lm, scale, c);
10612 if (surface->lightmapinfo->styles[1] != 255)
10614 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10616 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10617 VectorMA(c, scale, lm, c);
10618 if (surface->lightmapinfo->styles[2] != 255)
10621 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10622 VectorMA(c, scale, lm, c);
10623 if (surface->lightmapinfo->styles[3] != 255)
10626 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10627 VectorMA(c, scale, lm, c);
10637 rsurface.lightmapcolor4f = rsurface.array_color4f;
10638 rsurface.lightmapcolor4f_bufferobject = 0;
10639 rsurface.lightmapcolor4f_bufferoffset = 0;
10643 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10644 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10645 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10647 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10648 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10649 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10650 GL_Color(r, g, b, a);
10651 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10654 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10656 int texturesurfaceindex;
10663 vec3_t ambientcolor;
10664 vec3_t diffusecolor;
10668 VectorCopy(rsurface.modellight_lightdir, lightdir);
10669 f = 0.5f * r_refdef.lightmapintensity;
10670 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10671 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10672 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10673 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10674 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10675 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10677 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10679 // generate color arrays for the surfaces in this list
10680 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10682 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10683 int numverts = surface->num_vertices;
10684 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10685 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10686 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10687 // q3-style directional shading
10688 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10690 if ((f = DotProduct(n, lightdir)) > 0)
10691 VectorMA(ambientcolor, f, diffusecolor, c);
10693 VectorCopy(ambientcolor, c);
10701 rsurface.lightmapcolor4f = rsurface.array_color4f;
10702 rsurface.lightmapcolor4f_bufferobject = 0;
10703 rsurface.lightmapcolor4f_bufferoffset = 0;
10704 *applycolor = false;
10708 *r = ambientcolor[0];
10709 *g = ambientcolor[1];
10710 *b = ambientcolor[2];
10711 rsurface.lightmapcolor4f = NULL;
10712 rsurface.lightmapcolor4f_bufferobject = 0;
10713 rsurface.lightmapcolor4f_bufferoffset = 0;
10717 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10719 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10720 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10721 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10722 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10723 GL_Color(r, g, b, a);
10724 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10727 void RSurf_SetupDepthAndCulling(void)
10729 // submodels are biased to avoid z-fighting with world surfaces that they
10730 // may be exactly overlapping (avoids z-fighting artifacts on certain
10731 // doors and things in Quake maps)
10732 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10733 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10734 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10735 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10738 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10740 // transparent sky would be ridiculous
10741 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10743 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10744 skyrenderlater = true;
10745 RSurf_SetupDepthAndCulling();
10746 GL_DepthMask(true);
10747 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10748 // skymasking on them, and Quake3 never did sky masking (unlike
10749 // software Quake and software Quake2), so disable the sky masking
10750 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10751 // and skymasking also looks very bad when noclipping outside the
10752 // level, so don't use it then either.
10753 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10755 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10756 R_Mesh_ColorPointer(NULL, 0, 0);
10757 R_Mesh_ResetTextureState();
10758 if (skyrendermasked)
10760 R_SetupShader_DepthOrShadow();
10761 // depth-only (masking)
10762 GL_ColorMask(0,0,0,0);
10763 // just to make sure that braindead drivers don't draw
10764 // anything despite that colormask...
10765 GL_BlendFunc(GL_ZERO, GL_ONE);
10769 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10771 GL_BlendFunc(GL_ONE, GL_ZERO);
10773 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10774 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10775 if (skyrendermasked)
10776 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10778 R_Mesh_ResetTextureState();
10779 GL_Color(1, 1, 1, 1);
10782 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10783 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10784 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10786 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10788 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10791 // render screenspace normalmap to texture
10792 GL_DepthMask(true);
10793 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10794 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10796 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10798 // render water or distortion background, then blend surface on top
10799 GL_DepthMask(true);
10800 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10801 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10802 GL_DepthMask(false);
10803 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10804 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10805 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10807 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10811 // render surface normally
10812 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10813 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10814 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10815 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10816 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10817 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10819 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10823 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10825 // OpenGL 1.3 path - anything not completely ancient
10826 int texturesurfaceindex;
10827 qboolean applycolor;
10830 const texturelayer_t *layer;
10831 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10833 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10836 int layertexrgbscale;
10837 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10839 if (layerindex == 0)
10840 GL_AlphaTest(true);
10843 GL_AlphaTest(false);
10844 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10847 GL_DepthMask(layer->depthmask && writedepth);
10848 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10849 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10851 layertexrgbscale = 4;
10852 VectorScale(layer->color, 0.25f, layercolor);
10854 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10856 layertexrgbscale = 2;
10857 VectorScale(layer->color, 0.5f, layercolor);
10861 layertexrgbscale = 1;
10862 VectorScale(layer->color, 1.0f, layercolor);
10864 layercolor[3] = layer->color[3];
10865 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10866 R_Mesh_ColorPointer(NULL, 0, 0);
10867 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10868 switch (layer->type)
10870 case TEXTURELAYERTYPE_LITTEXTURE:
10871 // single-pass lightmapped texture with 2x rgbscale
10872 R_Mesh_TexBind(0, r_texture_white);
10873 R_Mesh_TexMatrix(0, NULL);
10874 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10875 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10876 R_Mesh_TexBind(1, layer->texture);
10877 R_Mesh_TexMatrix(1, &layer->texmatrix);
10878 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10879 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10880 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10881 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10882 else if (rsurface.uselightmaptexture)
10883 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10885 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10887 case TEXTURELAYERTYPE_TEXTURE:
10888 // singletexture unlit texture with transparency support
10889 R_Mesh_TexBind(0, layer->texture);
10890 R_Mesh_TexMatrix(0, &layer->texmatrix);
10891 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10892 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10893 R_Mesh_TexBind(1, 0);
10894 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10895 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10897 case TEXTURELAYERTYPE_FOG:
10898 // singletexture fogging
10899 if (layer->texture)
10901 R_Mesh_TexBind(0, layer->texture);
10902 R_Mesh_TexMatrix(0, &layer->texmatrix);
10903 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10904 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10908 R_Mesh_TexBind(0, 0);
10909 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10911 R_Mesh_TexBind(1, 0);
10912 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10913 // generate a color array for the fog pass
10914 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10915 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10921 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10922 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10924 f = 1 - RSurf_FogVertex(v);
10925 c[0] = layercolor[0];
10926 c[1] = layercolor[1];
10927 c[2] = layercolor[2];
10928 c[3] = f * layercolor[3];
10931 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10934 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10940 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10941 GL_AlphaTest(false);
10945 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10947 // OpenGL 1.1 - crusty old voodoo path
10948 int texturesurfaceindex;
10951 const texturelayer_t *layer;
10952 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10954 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10956 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10958 if (layerindex == 0)
10959 GL_AlphaTest(true);
10962 GL_AlphaTest(false);
10963 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10966 GL_DepthMask(layer->depthmask && writedepth);
10967 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10968 R_Mesh_ColorPointer(NULL, 0, 0);
10969 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10970 switch (layer->type)
10972 case TEXTURELAYERTYPE_LITTEXTURE:
10973 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10975 // two-pass lit texture with 2x rgbscale
10976 // first the lightmap pass
10977 R_Mesh_TexBind(0, r_texture_white);
10978 R_Mesh_TexMatrix(0, NULL);
10979 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10980 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10981 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10982 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10983 else if (rsurface.uselightmaptexture)
10984 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10986 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10987 // then apply the texture to it
10988 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10989 R_Mesh_TexBind(0, layer->texture);
10990 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10993 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10997 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10998 R_Mesh_TexBind(0, layer->texture);
10999 R_Mesh_TexMatrix(0, &layer->texmatrix);
11000 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11001 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11002 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11003 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11005 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11008 case TEXTURELAYERTYPE_TEXTURE:
11009 // singletexture unlit texture with transparency support
11010 R_Mesh_TexBind(0, layer->texture);
11011 R_Mesh_TexMatrix(0, &layer->texmatrix);
11012 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11013 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11014 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11016 case TEXTURELAYERTYPE_FOG:
11017 // singletexture fogging
11018 if (layer->texture)
11020 R_Mesh_TexBind(0, layer->texture);
11021 R_Mesh_TexMatrix(0, &layer->texmatrix);
11022 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11023 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11027 R_Mesh_TexBind(0, 0);
11028 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11030 // generate a color array for the fog pass
11031 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11032 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11038 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11039 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11041 f = 1 - RSurf_FogVertex(v);
11042 c[0] = layer->color[0];
11043 c[1] = layer->color[1];
11044 c[2] = layer->color[2];
11045 c[3] = f * layer->color[3];
11048 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11051 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11055 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11057 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11058 GL_AlphaTest(false);
11062 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11066 GL_AlphaTest(false);
11067 R_Mesh_ColorPointer(NULL, 0, 0);
11068 R_Mesh_ResetTextureState();
11069 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11071 if(rsurface.texture && rsurface.texture->currentskinframe)
11073 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11074 c[3] *= rsurface.texture->currentalpha;
11084 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11086 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11087 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11088 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11091 // brighten it up (as texture value 127 means "unlit")
11092 c[0] *= 2 * r_refdef.view.colorscale;
11093 c[1] *= 2 * r_refdef.view.colorscale;
11094 c[2] *= 2 * r_refdef.view.colorscale;
11096 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11097 c[3] *= r_wateralpha.value;
11099 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11101 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11102 GL_DepthMask(false);
11104 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11106 GL_BlendFunc(GL_ONE, GL_ONE);
11107 GL_DepthMask(false);
11109 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11111 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11112 GL_DepthMask(false);
11114 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11116 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11117 GL_DepthMask(false);
11121 GL_BlendFunc(GL_ONE, GL_ZERO);
11122 GL_DepthMask(writedepth);
11125 rsurface.lightmapcolor4f = NULL;
11127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11129 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11131 rsurface.lightmapcolor4f = NULL;
11132 rsurface.lightmapcolor4f_bufferobject = 0;
11133 rsurface.lightmapcolor4f_bufferoffset = 0;
11135 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11137 qboolean applycolor = true;
11140 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11142 r_refdef.lightmapintensity = 1;
11143 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11144 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11148 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11150 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11151 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11152 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11155 if(!rsurface.lightmapcolor4f)
11156 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11158 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11159 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11160 if(r_refdef.fogenabled)
11161 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11163 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11164 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11167 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11170 RSurf_SetupDepthAndCulling();
11171 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11173 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11176 switch (vid.renderpath)
11178 case RENDERPATH_GL20:
11179 case RENDERPATH_CGGL:
11180 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11182 case RENDERPATH_GL13:
11183 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11185 case RENDERPATH_GL11:
11186 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11192 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11195 RSurf_SetupDepthAndCulling();
11196 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11198 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11201 switch (vid.renderpath)
11203 case RENDERPATH_GL20:
11204 case RENDERPATH_CGGL:
11205 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11207 case RENDERPATH_GL13:
11208 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11210 case RENDERPATH_GL11:
11211 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11217 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11220 int texturenumsurfaces, endsurface;
11221 texture_t *texture;
11222 const msurface_t *surface;
11223 const msurface_t *texturesurfacelist[256];
11225 // if the model is static it doesn't matter what value we give for
11226 // wantnormals and wanttangents, so this logic uses only rules applicable
11227 // to a model, knowing that they are meaningless otherwise
11228 if (ent == r_refdef.scene.worldentity)
11229 RSurf_ActiveWorldEntity();
11230 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11231 RSurf_ActiveModelEntity(ent, false, false, false);
11234 switch (vid.renderpath)
11236 case RENDERPATH_GL20:
11237 case RENDERPATH_CGGL:
11238 RSurf_ActiveModelEntity(ent, true, true, false);
11240 case RENDERPATH_GL13:
11241 case RENDERPATH_GL11:
11242 RSurf_ActiveModelEntity(ent, true, false, false);
11247 if (r_transparentdepthmasking.integer)
11249 qboolean setup = false;
11250 for (i = 0;i < numsurfaces;i = j)
11253 surface = rsurface.modelsurfaces + surfacelist[i];
11254 texture = surface->texture;
11255 rsurface.texture = R_GetCurrentTexture(texture);
11256 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11257 // scan ahead until we find a different texture
11258 endsurface = min(i + 1024, numsurfaces);
11259 texturenumsurfaces = 0;
11260 texturesurfacelist[texturenumsurfaces++] = surface;
11261 for (;j < endsurface;j++)
11263 surface = rsurface.modelsurfaces + surfacelist[j];
11264 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11266 texturesurfacelist[texturenumsurfaces++] = surface;
11268 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11270 // render the range of surfaces as depth
11274 GL_ColorMask(0,0,0,0);
11276 GL_DepthTest(true);
11277 GL_BlendFunc(GL_ONE, GL_ZERO);
11278 GL_DepthMask(true);
11279 GL_AlphaTest(false);
11280 R_Mesh_ColorPointer(NULL, 0, 0);
11281 R_Mesh_ResetTextureState();
11282 R_SetupShader_DepthOrShadow();
11284 RSurf_SetupDepthAndCulling();
11285 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11289 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11292 for (i = 0;i < numsurfaces;i = j)
11295 surface = rsurface.modelsurfaces + surfacelist[i];
11296 texture = surface->texture;
11297 rsurface.texture = R_GetCurrentTexture(texture);
11298 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11299 // scan ahead until we find a different texture
11300 endsurface = min(i + 1024, numsurfaces);
11301 texturenumsurfaces = 0;
11302 texturesurfacelist[texturenumsurfaces++] = surface;
11303 for (;j < endsurface;j++)
11305 surface = rsurface.modelsurfaces + surfacelist[j];
11306 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11308 texturesurfacelist[texturenumsurfaces++] = surface;
11310 // render the range of surfaces
11311 if (ent == r_refdef.scene.worldentity)
11312 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11314 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11316 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11317 GL_AlphaTest(false);
11320 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11322 // transparent surfaces get pushed off into the transparent queue
11323 int surfacelistindex;
11324 const msurface_t *surface;
11325 vec3_t tempcenter, center;
11326 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11328 surface = texturesurfacelist[surfacelistindex];
11329 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11330 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11331 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11332 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11333 if (queueentity->transparent_offset) // transparent offset
11335 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11336 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11337 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11339 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11343 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11345 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11349 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11351 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11353 RSurf_SetupDepthAndCulling();
11354 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11355 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11359 if (!rsurface.texture->currentnumlayers)
11361 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11362 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11364 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11366 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11368 RSurf_SetupDepthAndCulling();
11369 GL_AlphaTest(false);
11370 R_Mesh_ColorPointer(NULL, 0, 0);
11371 R_Mesh_ResetTextureState();
11372 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11373 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11374 GL_DepthMask(true);
11375 GL_BlendFunc(GL_ONE, GL_ZERO);
11376 GL_Color(0, 0, 0, 1);
11377 GL_DepthTest(writedepth);
11378 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11380 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11382 RSurf_SetupDepthAndCulling();
11383 GL_AlphaTest(false);
11384 R_Mesh_ColorPointer(NULL, 0, 0);
11385 R_Mesh_ResetTextureState();
11386 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11387 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11388 GL_DepthMask(true);
11389 GL_BlendFunc(GL_ONE, GL_ZERO);
11390 GL_DepthTest(true);
11391 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11393 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11394 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11395 else if (!rsurface.texture->currentnumlayers)
11397 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11399 // in the deferred case, transparent surfaces were queued during prepass
11400 if (!r_shadow_usingdeferredprepass)
11401 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11405 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11406 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11411 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11414 texture_t *texture;
11415 // break the surface list down into batches by texture and use of lightmapping
11416 for (i = 0;i < numsurfaces;i = j)
11419 // texture is the base texture pointer, rsurface.texture is the
11420 // current frame/skin the texture is directing us to use (for example
11421 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11422 // use skin 1 instead)
11423 texture = surfacelist[i]->texture;
11424 rsurface.texture = R_GetCurrentTexture(texture);
11425 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11426 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11428 // if this texture is not the kind we want, skip ahead to the next one
11429 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11433 // simply scan ahead until we find a different texture or lightmap state
11434 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11436 // render the range of surfaces
11437 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11441 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11446 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11448 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11450 RSurf_SetupDepthAndCulling();
11451 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11452 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11456 if (!rsurface.texture->currentnumlayers)
11458 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11459 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11461 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11463 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11465 RSurf_SetupDepthAndCulling();
11466 GL_AlphaTest(false);
11467 R_Mesh_ColorPointer(NULL, 0, 0);
11468 R_Mesh_ResetTextureState();
11469 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11470 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11471 GL_DepthMask(true);
11472 GL_BlendFunc(GL_ONE, GL_ZERO);
11473 GL_Color(0, 0, 0, 1);
11474 GL_DepthTest(writedepth);
11475 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11477 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11479 RSurf_SetupDepthAndCulling();
11480 GL_AlphaTest(false);
11481 R_Mesh_ColorPointer(NULL, 0, 0);
11482 R_Mesh_ResetTextureState();
11483 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11484 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11485 GL_DepthMask(true);
11486 GL_BlendFunc(GL_ONE, GL_ZERO);
11487 GL_DepthTest(true);
11488 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11490 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11491 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11492 else if (!rsurface.texture->currentnumlayers)
11494 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11496 // in the deferred case, transparent surfaces were queued during prepass
11497 if (!r_shadow_usingdeferredprepass)
11498 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11502 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11503 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11508 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11511 texture_t *texture;
11512 // break the surface list down into batches by texture and use of lightmapping
11513 for (i = 0;i < numsurfaces;i = j)
11516 // texture is the base texture pointer, rsurface.texture is the
11517 // current frame/skin the texture is directing us to use (for example
11518 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11519 // use skin 1 instead)
11520 texture = surfacelist[i]->texture;
11521 rsurface.texture = R_GetCurrentTexture(texture);
11522 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11523 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11525 // if this texture is not the kind we want, skip ahead to the next one
11526 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11530 // simply scan ahead until we find a different texture or lightmap state
11531 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11533 // render the range of surfaces
11534 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11538 float locboxvertex3f[6*4*3] =
11540 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11541 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11542 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11543 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11544 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11545 1,0,0, 0,0,0, 0,1,0, 1,1,0
11548 unsigned short locboxelements[6*2*3] =
11553 12,13,14, 12,14,15,
11554 16,17,18, 16,18,19,
11558 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11561 cl_locnode_t *loc = (cl_locnode_t *)ent;
11563 float vertex3f[6*4*3];
11565 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11566 GL_DepthMask(false);
11567 GL_DepthRange(0, 1);
11568 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11569 GL_DepthTest(true);
11570 GL_CullFace(GL_NONE);
11571 R_EntityMatrix(&identitymatrix);
11573 R_Mesh_VertexPointer(vertex3f, 0, 0);
11574 R_Mesh_ColorPointer(NULL, 0, 0);
11575 R_Mesh_ResetTextureState();
11576 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11578 i = surfacelist[0];
11579 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11580 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11581 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11582 surfacelist[0] < 0 ? 0.5f : 0.125f);
11584 if (VectorCompare(loc->mins, loc->maxs))
11586 VectorSet(size, 2, 2, 2);
11587 VectorMA(loc->mins, -0.5f, size, mins);
11591 VectorCopy(loc->mins, mins);
11592 VectorSubtract(loc->maxs, loc->mins, size);
11595 for (i = 0;i < 6*4*3;)
11596 for (j = 0;j < 3;j++, i++)
11597 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11599 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11602 void R_DrawLocs(void)
11605 cl_locnode_t *loc, *nearestloc;
11607 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11608 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11610 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11611 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11615 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11617 if (decalsystem->decals)
11618 Mem_Free(decalsystem->decals);
11619 memset(decalsystem, 0, sizeof(*decalsystem));
11622 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)
11625 tridecal_t *decals;
11628 // expand or initialize the system
11629 if (decalsystem->maxdecals <= decalsystem->numdecals)
11631 decalsystem_t old = *decalsystem;
11632 qboolean useshortelements;
11633 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11634 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11635 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11636 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11637 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11638 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11639 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11640 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11641 if (decalsystem->numdecals)
11642 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11644 Mem_Free(old.decals);
11645 for (i = 0;i < decalsystem->maxdecals*3;i++)
11646 decalsystem->element3i[i] = i;
11647 if (useshortelements)
11648 for (i = 0;i < decalsystem->maxdecals*3;i++)
11649 decalsystem->element3s[i] = i;
11652 // grab a decal and search for another free slot for the next one
11653 decals = decalsystem->decals;
11654 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11655 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11657 decalsystem->freedecal = i;
11658 if (decalsystem->numdecals <= i)
11659 decalsystem->numdecals = i + 1;
11661 // initialize the decal
11663 decal->triangleindex = triangleindex;
11664 decal->surfaceindex = surfaceindex;
11665 decal->decalsequence = decalsequence;
11666 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11667 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11668 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11669 decal->color4ub[0][3] = 255;
11670 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11671 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11672 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11673 decal->color4ub[1][3] = 255;
11674 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11675 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11676 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11677 decal->color4ub[2][3] = 255;
11678 decal->vertex3f[0][0] = v0[0];
11679 decal->vertex3f[0][1] = v0[1];
11680 decal->vertex3f[0][2] = v0[2];
11681 decal->vertex3f[1][0] = v1[0];
11682 decal->vertex3f[1][1] = v1[1];
11683 decal->vertex3f[1][2] = v1[2];
11684 decal->vertex3f[2][0] = v2[0];
11685 decal->vertex3f[2][1] = v2[1];
11686 decal->vertex3f[2][2] = v2[2];
11687 decal->texcoord2f[0][0] = t0[0];
11688 decal->texcoord2f[0][1] = t0[1];
11689 decal->texcoord2f[1][0] = t1[0];
11690 decal->texcoord2f[1][1] = t1[1];
11691 decal->texcoord2f[2][0] = t2[0];
11692 decal->texcoord2f[2][1] = t2[1];
11695 extern cvar_t cl_decals_bias;
11696 extern cvar_t cl_decals_models;
11697 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11698 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)
11700 matrix4x4_t projection;
11701 decalsystem_t *decalsystem;
11704 const float *vertex3f;
11705 const msurface_t *surface;
11706 const msurface_t *surfaces;
11707 const int *surfacelist;
11708 const texture_t *texture;
11710 int numsurfacelist;
11711 int surfacelistindex;
11718 float localorigin[3];
11719 float localnormal[3];
11720 float localmins[3];
11721 float localmaxs[3];
11727 float planes[6][4];
11729 float points[2][9][3];
11733 decalsystem = &ent->decalsystem;
11734 model = ent->model;
11735 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11737 R_DecalSystem_Reset(&ent->decalsystem);
11741 if (!model->brush.data_nodes && !cl_decals_models.integer)
11743 if (decalsystem->model)
11744 R_DecalSystem_Reset(decalsystem);
11748 if (decalsystem->model != model)
11749 R_DecalSystem_Reset(decalsystem);
11750 decalsystem->model = model;
11752 RSurf_ActiveModelEntity(ent, false, false, false);
11754 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11755 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11756 VectorNormalize(localnormal);
11757 localsize = worldsize*rsurface.inversematrixscale;
11758 localmins[0] = localorigin[0] - localsize;
11759 localmins[1] = localorigin[1] - localsize;
11760 localmins[2] = localorigin[2] - localsize;
11761 localmaxs[0] = localorigin[0] + localsize;
11762 localmaxs[1] = localorigin[1] + localsize;
11763 localmaxs[2] = localorigin[2] + localsize;
11765 //VectorCopy(localnormal, planes[4]);
11766 //VectorVectors(planes[4], planes[2], planes[0]);
11767 AnglesFromVectors(angles, localnormal, NULL, false);
11768 AngleVectors(angles, planes[0], planes[2], planes[4]);
11769 VectorNegate(planes[0], planes[1]);
11770 VectorNegate(planes[2], planes[3]);
11771 VectorNegate(planes[4], planes[5]);
11772 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11773 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11774 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11775 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11776 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11777 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11782 matrix4x4_t forwardprojection;
11783 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11784 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11789 float projectionvector[4][3];
11790 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11791 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11792 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11793 projectionvector[0][0] = planes[0][0] * ilocalsize;
11794 projectionvector[0][1] = planes[1][0] * ilocalsize;
11795 projectionvector[0][2] = planes[2][0] * ilocalsize;
11796 projectionvector[1][0] = planes[0][1] * ilocalsize;
11797 projectionvector[1][1] = planes[1][1] * ilocalsize;
11798 projectionvector[1][2] = planes[2][1] * ilocalsize;
11799 projectionvector[2][0] = planes[0][2] * ilocalsize;
11800 projectionvector[2][1] = planes[1][2] * ilocalsize;
11801 projectionvector[2][2] = planes[2][2] * ilocalsize;
11802 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11803 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11804 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11805 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11809 dynamic = model->surfmesh.isanimated;
11810 vertex3f = rsurface.modelvertex3f;
11811 numsurfacelist = model->nummodelsurfaces;
11812 surfacelist = model->sortedmodelsurfaces;
11813 surfaces = model->data_surfaces;
11814 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11816 surfaceindex = surfacelist[surfacelistindex];
11817 surface = surfaces + surfaceindex;
11818 // check cull box first because it rejects more than any other check
11819 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11821 // skip transparent surfaces
11822 texture = surface->texture;
11823 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11825 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11827 numtriangles = surface->num_triangles;
11828 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11830 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11832 index = 3*e[cornerindex];
11833 VectorCopy(vertex3f + index, v[cornerindex]);
11836 //TriangleNormal(v[0], v[1], v[2], normal);
11837 //if (DotProduct(normal, localnormal) < 0.0f)
11839 // clip by each of the box planes formed from the projection matrix
11840 // if anything survives, we emit the decal
11841 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]);
11844 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]);
11847 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]);
11850 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]);
11853 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]);
11856 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]);
11859 // some part of the triangle survived, so we have to accept it...
11862 // dynamic always uses the original triangle
11864 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11866 index = 3*e[cornerindex];
11867 VectorCopy(vertex3f + index, v[cornerindex]);
11870 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11872 // convert vertex positions to texcoords
11873 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11874 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11875 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11876 // calculate distance fade from the projection origin
11877 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11878 f = bound(0.0f, f, 1.0f);
11879 c[cornerindex][0] = r * f;
11880 c[cornerindex][1] = g * f;
11881 c[cornerindex][2] = b * f;
11882 c[cornerindex][3] = 1.0f;
11883 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11886 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11888 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11889 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);
11894 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11895 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)
11897 int renderentityindex;
11898 float worldmins[3];
11899 float worldmaxs[3];
11900 entity_render_t *ent;
11902 if (!cl_decals_newsystem.integer)
11905 worldmins[0] = worldorigin[0] - worldsize;
11906 worldmins[1] = worldorigin[1] - worldsize;
11907 worldmins[2] = worldorigin[2] - worldsize;
11908 worldmaxs[0] = worldorigin[0] + worldsize;
11909 worldmaxs[1] = worldorigin[1] + worldsize;
11910 worldmaxs[2] = worldorigin[2] + worldsize;
11912 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11914 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11916 ent = r_refdef.scene.entities[renderentityindex];
11917 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11920 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11924 typedef struct r_decalsystem_splatqueue_s
11926 vec3_t worldorigin;
11927 vec3_t worldnormal;
11933 r_decalsystem_splatqueue_t;
11935 int r_decalsystem_numqueued = 0;
11936 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11938 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)
11940 r_decalsystem_splatqueue_t *queue;
11942 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11945 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11946 VectorCopy(worldorigin, queue->worldorigin);
11947 VectorCopy(worldnormal, queue->worldnormal);
11948 Vector4Set(queue->color, r, g, b, a);
11949 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11950 queue->worldsize = worldsize;
11951 queue->decalsequence = cl.decalsequence++;
11954 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11957 r_decalsystem_splatqueue_t *queue;
11959 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11960 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);
11961 r_decalsystem_numqueued = 0;
11964 extern cvar_t cl_decals_max;
11965 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11968 decalsystem_t *decalsystem = &ent->decalsystem;
11975 if (!decalsystem->numdecals)
11978 if (r_showsurfaces.integer)
11981 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11983 R_DecalSystem_Reset(decalsystem);
11987 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11988 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11990 if (decalsystem->lastupdatetime)
11991 frametime = (cl.time - decalsystem->lastupdatetime);
11994 decalsystem->lastupdatetime = cl.time;
11995 decal = decalsystem->decals;
11996 numdecals = decalsystem->numdecals;
11998 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12000 if (decal->color4ub[0][3])
12002 decal->lived += frametime;
12003 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12005 memset(decal, 0, sizeof(*decal));
12006 if (decalsystem->freedecal > i)
12007 decalsystem->freedecal = i;
12011 decal = decalsystem->decals;
12012 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12015 // collapse the array by shuffling the tail decals into the gaps
12018 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12019 decalsystem->freedecal++;
12020 if (decalsystem->freedecal == numdecals)
12022 decal[decalsystem->freedecal] = decal[--numdecals];
12025 decalsystem->numdecals = numdecals;
12027 if (numdecals <= 0)
12029 // if there are no decals left, reset decalsystem
12030 R_DecalSystem_Reset(decalsystem);
12034 extern skinframe_t *decalskinframe;
12035 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12038 decalsystem_t *decalsystem = &ent->decalsystem;
12047 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12050 numdecals = decalsystem->numdecals;
12054 if (r_showsurfaces.integer)
12057 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12059 R_DecalSystem_Reset(decalsystem);
12063 // if the model is static it doesn't matter what value we give for
12064 // wantnormals and wanttangents, so this logic uses only rules applicable
12065 // to a model, knowing that they are meaningless otherwise
12066 if (ent == r_refdef.scene.worldentity)
12067 RSurf_ActiveWorldEntity();
12069 RSurf_ActiveModelEntity(ent, false, false, false);
12071 decalsystem->lastupdatetime = cl.time;
12072 decal = decalsystem->decals;
12074 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12076 // update vertex positions for animated models
12077 v3f = decalsystem->vertex3f;
12078 c4f = decalsystem->color4f;
12079 t2f = decalsystem->texcoord2f;
12080 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12082 if (!decal->color4ub[0][3])
12085 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12088 // update color values for fading decals
12089 if (decal->lived >= cl_decals_time.value)
12091 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12092 alpha *= (1.0f/255.0f);
12095 alpha = 1.0f/255.0f;
12097 c4f[ 0] = decal->color4ub[0][0] * alpha;
12098 c4f[ 1] = decal->color4ub[0][1] * alpha;
12099 c4f[ 2] = decal->color4ub[0][2] * alpha;
12101 c4f[ 4] = decal->color4ub[1][0] * alpha;
12102 c4f[ 5] = decal->color4ub[1][1] * alpha;
12103 c4f[ 6] = decal->color4ub[1][2] * alpha;
12105 c4f[ 8] = decal->color4ub[2][0] * alpha;
12106 c4f[ 9] = decal->color4ub[2][1] * alpha;
12107 c4f[10] = decal->color4ub[2][2] * alpha;
12110 t2f[0] = decal->texcoord2f[0][0];
12111 t2f[1] = decal->texcoord2f[0][1];
12112 t2f[2] = decal->texcoord2f[1][0];
12113 t2f[3] = decal->texcoord2f[1][1];
12114 t2f[4] = decal->texcoord2f[2][0];
12115 t2f[5] = decal->texcoord2f[2][1];
12117 // update vertex positions for animated models
12118 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12120 e = rsurface.modelelement3i + 3*decal->triangleindex;
12121 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12122 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12123 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12127 VectorCopy(decal->vertex3f[0], v3f);
12128 VectorCopy(decal->vertex3f[1], v3f + 3);
12129 VectorCopy(decal->vertex3f[2], v3f + 6);
12132 if (r_refdef.fogenabled)
12134 alpha = RSurf_FogVertex(v3f);
12135 VectorScale(c4f, alpha, c4f);
12136 alpha = RSurf_FogVertex(v3f + 3);
12137 VectorScale(c4f + 4, alpha, c4f + 4);
12138 alpha = RSurf_FogVertex(v3f + 6);
12139 VectorScale(c4f + 8, alpha, c4f + 8);
12150 r_refdef.stats.drawndecals += numtris;
12152 // now render the decals all at once
12153 // (this assumes they all use one particle font texture!)
12154 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);
12155 R_Mesh_ResetTextureState();
12156 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12157 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12158 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12159 GL_DepthMask(false);
12160 GL_DepthRange(0, 1);
12161 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12162 GL_DepthTest(true);
12163 GL_CullFace(GL_NONE);
12164 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12165 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12166 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12170 static void R_DrawModelDecals(void)
12174 // fade faster when there are too many decals
12175 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12176 for (i = 0;i < r_refdef.scene.numentities;i++)
12177 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12179 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12180 for (i = 0;i < r_refdef.scene.numentities;i++)
12181 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12182 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12184 R_DecalSystem_ApplySplatEntitiesQueue();
12186 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12187 for (i = 0;i < r_refdef.scene.numentities;i++)
12188 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12190 r_refdef.stats.totaldecals += numdecals;
12192 if (r_showsurfaces.integer)
12195 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12197 for (i = 0;i < r_refdef.scene.numentities;i++)
12199 if (!r_refdef.viewcache.entityvisible[i])
12201 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12202 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12206 extern cvar_t mod_collision_bih;
12207 void R_DrawDebugModel(void)
12209 entity_render_t *ent = rsurface.entity;
12210 int i, j, k, l, flagsmask;
12211 const msurface_t *surface;
12212 dp_model_t *model = ent->model;
12215 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12217 R_Mesh_ColorPointer(NULL, 0, 0);
12218 R_Mesh_ResetTextureState();
12219 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12220 GL_DepthRange(0, 1);
12221 GL_DepthTest(!r_showdisabledepthtest.integer);
12222 GL_DepthMask(false);
12223 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12225 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12229 qboolean cullbox = ent == r_refdef.scene.worldentity;
12230 const q3mbrush_t *brush;
12231 const bih_t *bih = &model->collision_bih;
12232 const bih_leaf_t *bihleaf;
12233 float vertex3f[3][3];
12234 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12236 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12238 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12240 switch (bihleaf->type)
12243 brush = model->brush.data_brushes + bihleaf->itemindex;
12244 if (brush->colbrushf && brush->colbrushf->numtriangles)
12246 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12247 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);
12248 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12251 case BIH_COLLISIONTRIANGLE:
12252 triangleindex = bihleaf->itemindex;
12253 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12254 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12255 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12256 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12257 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);
12258 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12260 case BIH_RENDERTRIANGLE:
12261 triangleindex = bihleaf->itemindex;
12262 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12263 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12264 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12265 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12266 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);
12267 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12273 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12275 if (r_showtris.integer || r_shownormals.integer)
12277 if (r_showdisabledepthtest.integer)
12279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12280 GL_DepthMask(false);
12284 GL_BlendFunc(GL_ONE, GL_ZERO);
12285 GL_DepthMask(true);
12287 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12289 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12291 rsurface.texture = R_GetCurrentTexture(surface->texture);
12292 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12294 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12295 if (r_showtris.value > 0)
12297 if (!rsurface.texture->currentlayers->depthmask)
12298 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12299 else if (ent == r_refdef.scene.worldentity)
12300 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12302 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12303 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12304 R_Mesh_ColorPointer(NULL, 0, 0);
12305 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12306 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12307 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12308 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12309 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12312 if (r_shownormals.value < 0)
12314 qglBegin(GL_LINES);
12315 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12317 VectorCopy(rsurface.vertex3f + l * 3, v);
12318 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12319 qglVertex3f(v[0], v[1], v[2]);
12320 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12321 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12322 qglVertex3f(v[0], v[1], v[2]);
12327 if (r_shownormals.value > 0)
12329 qglBegin(GL_LINES);
12330 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12332 VectorCopy(rsurface.vertex3f + l * 3, v);
12333 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12334 qglVertex3f(v[0], v[1], v[2]);
12335 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12336 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12337 qglVertex3f(v[0], v[1], v[2]);
12341 qglBegin(GL_LINES);
12342 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12344 VectorCopy(rsurface.vertex3f + l * 3, v);
12345 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12346 qglVertex3f(v[0], v[1], v[2]);
12347 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12348 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12349 qglVertex3f(v[0], v[1], v[2]);
12353 qglBegin(GL_LINES);
12354 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12356 VectorCopy(rsurface.vertex3f + l * 3, v);
12357 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12358 qglVertex3f(v[0], v[1], v[2]);
12359 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12360 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12361 qglVertex3f(v[0], v[1], v[2]);
12368 rsurface.texture = NULL;
12372 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12373 int r_maxsurfacelist = 0;
12374 const msurface_t **r_surfacelist = NULL;
12375 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12377 int i, j, endj, flagsmask;
12378 dp_model_t *model = r_refdef.scene.worldmodel;
12379 msurface_t *surfaces;
12380 unsigned char *update;
12381 int numsurfacelist = 0;
12385 if (r_maxsurfacelist < model->num_surfaces)
12387 r_maxsurfacelist = model->num_surfaces;
12389 Mem_Free((msurface_t**)r_surfacelist);
12390 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12393 RSurf_ActiveWorldEntity();
12395 surfaces = model->data_surfaces;
12396 update = model->brushq1.lightmapupdateflags;
12398 // update light styles on this submodel
12399 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12401 model_brush_lightstyleinfo_t *style;
12402 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12404 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12406 int *list = style->surfacelist;
12407 style->value = r_refdef.scene.lightstylevalue[style->style];
12408 for (j = 0;j < style->numsurfaces;j++)
12409 update[list[j]] = true;
12414 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12418 R_DrawDebugModel();
12419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12423 rsurface.uselightmaptexture = false;
12424 rsurface.texture = NULL;
12425 rsurface.rtlight = NULL;
12426 numsurfacelist = 0;
12427 // add visible surfaces to draw list
12428 for (i = 0;i < model->nummodelsurfaces;i++)
12430 j = model->sortedmodelsurfaces[i];
12431 if (r_refdef.viewcache.world_surfacevisible[j])
12432 r_surfacelist[numsurfacelist++] = surfaces + j;
12434 // update lightmaps if needed
12435 if (model->brushq1.firstrender)
12437 model->brushq1.firstrender = false;
12438 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12440 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12444 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12445 if (r_refdef.viewcache.world_surfacevisible[j])
12447 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12449 // don't do anything if there were no surfaces
12450 if (!numsurfacelist)
12452 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12455 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12456 GL_AlphaTest(false);
12458 // add to stats if desired
12459 if (r_speeds.integer && !skysurfaces && !depthonly)
12461 r_refdef.stats.world_surfaces += numsurfacelist;
12462 for (j = 0;j < numsurfacelist;j++)
12463 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12466 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12469 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12471 int i, j, endj, flagsmask;
12472 dp_model_t *model = ent->model;
12473 msurface_t *surfaces;
12474 unsigned char *update;
12475 int numsurfacelist = 0;
12479 if (r_maxsurfacelist < model->num_surfaces)
12481 r_maxsurfacelist = model->num_surfaces;
12483 Mem_Free((msurface_t **)r_surfacelist);
12484 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12487 // if the model is static it doesn't matter what value we give for
12488 // wantnormals and wanttangents, so this logic uses only rules applicable
12489 // to a model, knowing that they are meaningless otherwise
12490 if (ent == r_refdef.scene.worldentity)
12491 RSurf_ActiveWorldEntity();
12492 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12493 RSurf_ActiveModelEntity(ent, false, false, false);
12495 RSurf_ActiveModelEntity(ent, true, true, true);
12496 else if (depthonly)
12498 switch (vid.renderpath)
12500 case RENDERPATH_GL20:
12501 case RENDERPATH_CGGL:
12502 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12504 case RENDERPATH_GL13:
12505 case RENDERPATH_GL11:
12506 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12512 switch (vid.renderpath)
12514 case RENDERPATH_GL20:
12515 case RENDERPATH_CGGL:
12516 RSurf_ActiveModelEntity(ent, true, true, false);
12518 case RENDERPATH_GL13:
12519 case RENDERPATH_GL11:
12520 RSurf_ActiveModelEntity(ent, true, false, false);
12525 surfaces = model->data_surfaces;
12526 update = model->brushq1.lightmapupdateflags;
12528 // update light styles
12529 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12531 model_brush_lightstyleinfo_t *style;
12532 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12534 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12536 int *list = style->surfacelist;
12537 style->value = r_refdef.scene.lightstylevalue[style->style];
12538 for (j = 0;j < style->numsurfaces;j++)
12539 update[list[j]] = true;
12544 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12548 R_DrawDebugModel();
12549 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12553 rsurface.uselightmaptexture = false;
12554 rsurface.texture = NULL;
12555 rsurface.rtlight = NULL;
12556 numsurfacelist = 0;
12557 // add visible surfaces to draw list
12558 for (i = 0;i < model->nummodelsurfaces;i++)
12559 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12560 // don't do anything if there were no surfaces
12561 if (!numsurfacelist)
12563 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12566 // update lightmaps if needed
12570 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12575 R_BuildLightMap(ent, surfaces + j);
12580 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12582 R_BuildLightMap(ent, surfaces + j);
12583 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12584 GL_AlphaTest(false);
12586 // add to stats if desired
12587 if (r_speeds.integer && !skysurfaces && !depthonly)
12589 r_refdef.stats.entities_surfaces += numsurfacelist;
12590 for (j = 0;j < numsurfacelist;j++)
12591 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12594 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12597 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12599 static texture_t texture;
12600 static msurface_t surface;
12601 const msurface_t *surfacelist = &surface;
12603 // fake enough texture and surface state to render this geometry
12605 texture.update_lastrenderframe = -1; // regenerate this texture
12606 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12607 texture.currentskinframe = skinframe;
12608 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12609 texture.offsetmapping = OFFSETMAPPING_OFF;
12610 texture.offsetscale = 1;
12611 texture.specularscalemod = 1;
12612 texture.specularpowermod = 1;
12614 surface.texture = &texture;
12615 surface.num_triangles = numtriangles;
12616 surface.num_firsttriangle = firsttriangle;
12617 surface.num_vertices = numvertices;
12618 surface.num_firstvertex = firstvertex;
12621 rsurface.texture = R_GetCurrentTexture(surface.texture);
12622 rsurface.uselightmaptexture = false;
12623 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12626 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)
12628 static msurface_t surface;
12629 const msurface_t *surfacelist = &surface;
12631 // fake enough texture and surface state to render this geometry
12633 surface.texture = texture;
12634 surface.num_triangles = numtriangles;
12635 surface.num_firsttriangle = firsttriangle;
12636 surface.num_vertices = numvertices;
12637 surface.num_firstvertex = firstvertex;
12640 rsurface.texture = R_GetCurrentTexture(surface.texture);
12641 rsurface.uselightmaptexture = false;
12642 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);